I mean, it's interesting that it shows a new "hue-shifted" set of words for the world, but they don't seem to do much as of now I also just noticed that the hub world is the same as the original but mirrored both ways, I wonder how much will be here
Also the two last extra levels were meant to be the ACTUAL tutorial about Push + Pushlike. I really don't know how I was supposed to make the level not use this trick here but Chess Fight Improved I guess
I think a lot of levels heave cheese, because they’re the “early levels” just like how in the original game you can cheese through the first couple of worlds.
Parallel Words (note, some of these may be innacurate) P-You: Functions the same as 3D, but without the perspective change. P-Stop: Not even Phantom can get past this, but Phantom isn't introduced until the third episode of this levelpack. P-Push: You can't push multiple P-Push objects at once. P-Sink: Doesn't destroy itself when it destroys something. Ignores Weak when destroying something. Attempting to push two pieces of text into something that is Stop with a P-Sink object will make the text not adjacent to the Stop object stack with the other piece of text for some reason. P-Defeat: Destroys the entire level when it destroys something. P-Win: Controlling every object that is P-Win wins the level. For P-You objects, it works like normal Win. To be continued in the next episode.
The weird alternate sink push thing is a bug. For alternate win every alternate win object be be fulfilled(by being YOU/ALTERNEATEYOU or bing on top of a YOU/ ALTERNEATEYOU object)
sako fight progress I think the level pack is interesting with the idea and the new rules, hopefully the levels get better or will become better in an update (this is a demo after all).
Level Lake-Z (Pocket Dimention) was supposed to teach about Alternate-Sink objects storing what they consume; too bad this pack is very cheesable. There's some really cool mechanics here
the alt rules: (spoilers!) Alt You: Left and right turn the you object. Up and down move forwards and backwards respectively. (Basically, tank controls.) If something is you and altyou at the same time, the you object can only move vertically. Alt Win: An object that is either you or altyou must be overlapping *every* altwin object to trigger a win. This also applies inversely: Making an object you/altyou and altwin doesn't apply unless *every* you/altyou object is altwin at the same time. Alt Push: Unlike normal push objects, altpush objects do not have multipush. An altpush object can push a regular push object. Alt Stop: If an object is altstop and push/altpush at the same time, the push rule is ignored. Alt Defeat: If any you/altyou object collides with an altdefeat object, the entire level is destroyed (as if "ALL AND TEXT IS YOU AND DEFEAT" is made) and the text "You Lose" pops up (in a similar style to the "Too Complex!" screen). If a you/altyou object has another object and collides with an altdefeat object, this property overrides the has rule. Alt Sink: An object that is altsink is not destroyed when another object is sunk by it. If something is altdefeat and altsink at the same time, altsink takes priority, and the "you lose" screen doesn't appear. If two altsink objects overlap, or an altsink object overlaps a normal sink object, both of them are destroyed. An altsink object can destroy a safe object. When an altsink object dies (to something other than altsink) it drops every object submerged in it in the same way it would if it HAS those objects. (Thanks @chalkfromcfgt5793 for pointing this out)
there is another mechanic with altsink. When an altsink object dies (to something other than altsink) it drops every object submerged in it in the same way it would if it HAS those objects.
@@chalkfromcfgt5793 There are two more words that I used in this levelpack. There are still 5 more in the current mod version after that, but I'll wait until the next version comes. (Since Mathguy already finished the part 2 of the Glyph levelpack he should probably put more work on it)
About the palette : It's actually the normal palette from the original game, BUT with an hue shift to the right / to the left
180 degrees
what does alt stop do
@@user-em1fn3zv7fit alt stops
I mean, it's interesting that it shows a new "hue-shifted" set of words for the world, but they don't seem to do much as of now
I also just noticed that the hub world is the same as the original but mirrored both ways, I wonder how much will be here
Extrem will make the world map that's like the normal world map but rotated 180° degrees and everything is changed about each world
Also the two last extra levels were meant to be the ACTUAL tutorial about Push + Pushlike. I really don't know how I was supposed to make the level not use this trick here but Chess Fight Improved I guess
i love that parallel universe lake flips the extra levels and the normal levels
Yeah it also makes the letter levels read letters backwards (Z > Y > X)
@@777omen so it would go CBA
@@jfb- XYZ
noice@@jfb-
according to the creator, 10:47 is not cheese but the only possible solution, as this level is supposed to teach that altsink ignores has.
In 10:55 it explains how stop variant works,
If an object is stop variant and push it cant be pushed.
All Feeling [P.U.]Stop Is Stop And Still
@@JustAnotherCommenter I also discovered another thing with Stoplike, but that's for the next version.
13:53 "Let's undo back to when I was not me" 🤣
I think a lot of levels heave cheese, because they’re the “early levels” just like how in the original game you can cheese through the first couple of worlds.
i think the radar signal level (level lake-5) showed that au stop is not overriden by push like normal stop does
18:16 - Honestly I don't know what happened either
Checkers Combat Deluxe
Best
Tic Tac Toe Challenge Ultimate
I’ve always pronounced “keke” as key-key. I thought that maybe it was just a different way to,say it, then he said “bay-le-tro”
So AU 𝚈𝚘𝚞 is like 3D but 3rd person?
Yeah, already better than regular 3D
@@777omenImagine if the pack had a level that used an AU 3D that was like 𝚈𝚘𝚞 but in first person. That’d be terrible.
I actually wanted to suggest that to the creator@@username5155
Baba is 2d
Parallel Words (note, some of these may be innacurate)
P-You: Functions the same as 3D, but without the perspective change.
P-Stop: Not even Phantom can get past this, but Phantom isn't introduced until the third episode of this levelpack.
P-Push: You can't push multiple P-Push objects at once.
P-Sink: Doesn't destroy itself when it destroys something. Ignores Weak when destroying something. Attempting to push two pieces of text into something that is Stop with a P-Sink object will make the text not adjacent to the Stop object stack with the other piece of text for some reason.
P-Defeat: Destroys the entire level when it destroys something.
P-Win: Controlling every object that is P-Win wins the level. For P-You objects, it works like normal Win.
To be continued in the next episode.
The weird alternate sink push thing is a bug. For alternate win every alternate win object be be fulfilled(by being YOU/ALTERNEATEYOU or bing on top of a YOU/ ALTERNEATEYOU object)
Parallel STOP stops everything, even phantoms
i had so many puzzle ideas while watching these sad puzzles. i need the code for this immediately
i hope that CBA will have multiplayer so i can steal nick Astolfo
ah yes, PARALLEL SINK, haven't seen that in while (STRONG, ALONE)
it’s different, the cheeses just let Icely avoid finding it’s true functionality as object storage.
Parallel You: Basically Baba is in a polar coordinate instead of Cartesian one
Checkers Barrage Avant-garde
all alt win objects need to have a you object for you to win the level.
(i think)
Either that or "OBJECT IS WIN" meant "The level is won when OBJECT is on top of a flag"
sako fight progress
I think the level pack is interesting with the idea and the new rules, hopefully the levels get better or will become better in an update (this is a demo after all).
Parallel sink is just eat all not feeling float
12:43 this level kinda looks like a bishop, if you turn it sideways
Never do real comments. *Just chess*
chess battle advanced
fat knight
This reminds me of dicey dungeons parallel universe episode
"to answer that, we need to talk about parallel universes"
bro is sitting here as if there isn't a minesweeper conspiracy theory just next door
yes
2 videos in a row, gotta love it
PARALLEL BABA IS YOU??? - probably video title
Baba is backwards long jump
16:58 your previous idea was possible and was cheese lol
Baba is 4 parallel universes ahead of you.
nice
Level Lake-Z (Pocket Dimention) was supposed to teach about Alternate-Sink objects storing what they consume; too bad this pack is very cheesable. There's some really cool mechanics here
how does that even work
the alt rules: (spoilers!)
Alt You: Left and right turn the you object. Up and down move forwards and backwards respectively. (Basically, tank controls.) If something is you and altyou at the same time, the you object can only move vertically.
Alt Win: An object that is either you or altyou must be overlapping *every* altwin object to trigger a win. This also applies inversely: Making an object you/altyou and altwin doesn't apply unless *every* you/altyou object is altwin at the same time.
Alt Push: Unlike normal push objects, altpush objects do not have multipush. An altpush object can push a regular push object.
Alt Stop: If an object is altstop and push/altpush at the same time, the push rule is ignored.
Alt Defeat: If any you/altyou object collides with an altdefeat object, the entire level is destroyed (as if "ALL AND TEXT IS YOU AND DEFEAT" is made) and the text "You Lose" pops up (in a similar style to the "Too Complex!" screen). If a you/altyou object has another object and collides with an altdefeat object, this property overrides the has rule.
Alt Sink: An object that is altsink is not destroyed when another object is sunk by it. If something is altdefeat and altsink at the same time, altsink takes priority, and the "you lose" screen doesn't appear. If two altsink objects overlap, or an altsink object overlaps a normal sink object, both of them are destroyed. An altsink object can destroy a safe object. When an altsink object dies (to something other than altsink) it drops every object submerged in it in the same way it would if it HAS those objects. (Thanks @chalkfromcfgt5793 for pointing this out)
there is another mechanic with altsink. When an altsink object dies (to something other than altsink) it drops every object submerged in it in the same way it would if it HAS those objects.
@@chalkfromcfgt5793 There are two more words that I used in this levelpack. There are still 5 more in the current mod version after that, but I'll wait until the next version comes. (Since Mathguy already finished the part 2 of the Glyph levelpack he should probably put more work on it)
JIJI DEAD OR JIJI FLSUHED 20:59
ah yes, "me is you"
Tic-Tac-Toe Peace Beginner
19:47 why is one rock left over
Conflict Board game Advanced
I love the best way to get your comment liked to by icely if you say, _ battle advanced
Somethings different? Almost like a parallel universe.
Abc
Let me guess, Xsvhh Yziiov Zwezqxvw
Advanced B????? S??hmat
Concept is very interesting, execution is a bit mid imo
Mayonaise chain
This is a comment
Super early! 4th comment
Checkers peace disadvantage
Chebab
Someone explain the new properties