Professor Layton and the Lost Future
This page has a list of my
This is one that I really wanna get to release level. It’s Braille, but instead of 6 dots laid flat, it’s 8 dots in a 2×2×2 cube! I love this concept.
I even made up my own 3D Braille system for it! It has more letter pairs than normal Braille, so words can be made more compactly. The longest word in the wordlist is WITHSTANDING (WITH ST AND ING)!
The main thing holding it back from release it its solving mechanism. Still stuck trying to make one that I like, although I’m thinking one similar to Braille [module] would work well.
A spin-off of 9-Ball, a released module. I sort of planned to make this module after 9-Ball, but didn’t bother.
The solve process will have you recreate a game of 8-Ball — a break, then turns played by two players named Ash and Blair. Why those names? They’re abbreviated A & B, and are both cool unisex names :D
So far, all I have implemented is the break. I’ve started working on the turn order, but haven’t done very much.
This will be the fourth module in the Beat the Brain module pack, alongside Winning Line, Catch Me if You Can and Sat Nav, and is based off of a minigame in the UK game show Beat the Brain.
The minigame consists of three rounds — in each round, three darts will be thrown, and you have to calculate the new score on the right.
Each round is slightly more difficult than the last, each with more doubles / triples. All I need to do is make the timer stop and rerun the game when it runs out, and add logging and Twitch Plays support. It's quite cool, in my opinion :D
Had the idea for a module that had you moving from button to button, and applying rules for neighbouring buttons. Thought it was kinda like a pinball being bounced around, and made the buttons bumpers!
It doesn't have a solving process yet, but it looks nice!
This is an implementation of a module idea by Carrick22, but it’s very unfinished. It looks nice though :D
A variant of the module Intervals, where instead of identifying the interval between two notes, you have to identify the chord being played.
I really like how it looks, and it works just fine, but the only thing I need to do before release is write the manual, which I’m not looking forward to.
There’s a bunch of weird chords that the module can play, like half-diminished 7ths or minor major 7ths.
Currently, it doesn’t play inversions of chords, and I’m considering adding that to boost the variety of chords further.
Based off of those annoying cookie popups, and threw in a banner ad, too. Not very fleshed-out, but it (hopefully) will be!
A cool little module inspired by a Training Supplement in Devilish Brain Training! I’d never seen this solitaire variant before, and wanted to try to implement it. It works quite well!
If you lose, the module gives you a handicap, based on how well you did. If you had just 1 card left, it gives you 3 Jokers. 3 or less cards left, 2 Jokers. 8 or less, 1 Joker. 9 or more… duuude you suuuuckkkk >w<
There are a few mod settings that change how the module works. One enables Hard Mode, which makes it so the corner isn’t rounded (Kings cannot be played on, and can only be played on Queens and Jokers), and another disables Joker bonuses. Enable both for an extreme challenge! >:D
It’s very nearly done! Just need to fix the Twitch Plays autosolver (which is proving difficult).
This one ’s still very unfinished. There’s a topic in A-Level Mathematics called Projectiles, and it deals with things being thrown / launched at a particular speed, at a particular angle, and how they move.
The goal of this module is to find certain unknown variables of the projection model. However, it’s been presented in an esoteric way that requires decoding.
Still far from finished, but the core’s there!
There’s a bit of lore behind this one. Here’s the flavour text in the manual.
“In 1972, GS Electronics & Co.™ released a new line of mass-producable modules. Their module design manager said, in an interview with the press, "Our new line of modules have been designed to be produced at scale, so that you don’t need a huge company to manufacture modules for you". However, these modules tended to fail quite often, and quite extravagantly.”
This one's interesting, but underdeveloped. It has you control a rover on a foreign planet, charting a complicated series of valleys and caves (which is a 6×6 maze).
Natural disasters can happen at random, requiring the defuser to take shelter, avoid certain areas of the maze, or reboot the operating system. Additionally, they have to conserve power, because if the battery runs out, they have failed their mission, and must start over.
It was made to emulate the appearance of an old computer terminal, and I think I did a great job with that! Eager to release this, but it needs a lot of development, as all you can do is move about, conserve power, reboot and submit.
A personal favourite of mine. I decided one day to model a cool-looking Simon Says variant, and it turned out looking great! So then I thought up some mechanics for it, and wrote (most of) a manual, and here it is!
There’s just a little bit more manual to write, but everything else is solid.
It uses the Little Thief’s theme from Ace Attorney Investigations 1 & 2 — the noises made while flashing and the solve music are from AAI1 and the countdown music is from AAI2. Those games are both really good, please play them :))
This is my favourite variant of Tell Me When! Inside the module is a Micromouse inside a maze, and you have to navigate it from the top-left to the bottom-right, using instructions to move and turn, and listening to its movements.
I love the sound design, and the animations on the display are also cool.
I don’t know why I haven’t released it yet, although I’m bundling all of the variants of Tell Me When into one workshop item, so maybe that’s why. I think it might be called Tell Me Where now.