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Google I/O '24 Puzzles

io.google

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Re: Google I/O '24 Puzzles

#82
Spoiler alert: in puzzle #3 what properties does the "track switch" piece have that makes the sphere take the turn instead of going straight on its way back from the bouncer? Doesn't look very physically correct.

Re: Google I/O '24 Puzzles

#83
This is neat. Clearly a lot of work has gone into and I appreciate that. It's nice and smooth for me on FireFox (for mac). The music is a nice touch too.

For those puzzles with the "reverse" tiles that bounce the ball back, I had to turn off my expectations of where the ball is going to go next. In puzzle 5 you send the ball straight out to a reverse tile and my expectation would be for it to just bounce straight back to the entrance tile, but no... it turns left after that. Just a minor complaint. This is just a fun set of puzzles to announce Google IO, not a game I actually spent money on. Also, they control the world of the game and set the rules. Games are all about learning the rules set by the creator which can often defy expectations.

Re: Google I/O '24 Puzzles

#84
post #44

Earlier quoted context omitted.

No, I don't think it wouldn't seem like that to any reasonable person. What makes you say otherwise?

There’s nothing wrong with it. That’s part of the fun of games – feeling smart and accomplished. But it’s pretty clear and obvious (to a reasonable person) how the game works and you seem to want to just brag about how you’re clearly a better thinker and smarter than the game designer.

It's not clear at all and you can read comments here to find that out.

I don't know the game designer especially but what I actually think is that the system (ie org+people) that produced this puzzle is much smarter than I am. I just don't think the puzzle design is appealing and I gave an impersonal argument to that effect. You have a duty on this side to take comments in good faith. If I give you a factual argument about why I dislike a puzzle you don't just get to accuse me that it's really about intellectual girth.

Re: Google I/O '24 Puzzles

#85
post #78

Level 12 seems to explode with possibilities. Any hints to reduce the search space?

Focus on laying out all the pieces, such that there are no dead ends. There's very few ways to do that, afterwards you can quickly brute-force the rest.

The winning move might be to not play, tbh. It was by far my least favorite level.

Re: Google I/O '24 Puzzles

#87
post #84

Earlier quoted context omitted.

There’s nothing wrong with it. That’s part of the fun of games – feeling smart and accomplished. But it’s pretty clear and obvious (to a reasonable person) how the game works and you seem to want to just brag about how you’re clearly a better thinker and smarter than the game designer.

It's not clear at all and you can read comments here to find that out. I don't know the game designer especially but what I actually think is that the system (ie org+people) that produced this puzzle is much smarter than I am. I just don't think the puzzle design is appealing and I gave an impersonal argument to that effect. You have a duty on this side to take comments in good faith. If I give you a factual argument…

I think most people who commented here did so to dunk on the puzzle maker because they felt smarter than them and wanted to show it.

Re: Google I/O '24 Puzzles

#88

This is neat. Clearly a lot of work has gone into and I appreciate that. It's nice and smooth for me on FireFox (for mac). The music is a nice touch too. For those puzzles with the "reverse" tiles that bounce the ball back, I had to turn off my expectations of where the ball is going to go next. In puzzle 5 you send the ball straight out to a reverse tile and my expectation would be for it to just bounce straight bac…

> For those puzzles with the "reverse" tiles that bounce the ball back, I had to turn off my expectations of where the ball is going to go next. In puzzle 5 you send the ball straight out to a reverse tile and my expectation would be for it to just bounce straight back to the entrance tile, but no... it turns left after that. Just a minor complaint.

It's much worse than you make it sound; exactly the same tile layout gets you different results in different places.

Re: Google I/O '24 Puzzles

#89
post #27

Earlier quoted context omitted.

> such that a ball isn't going to turn left by itself as it does in puzzle three. I'm willing to deal with some trial and error with stuff like that, as long as it's predictable and cause-and-effect is consistent. What I'm not willing to deal with is what I'm seeing in puzzle seven. I have a crossroads with a U-turn to the north and a curve to the south. The ball enters the crossroads from the east and goes south. If…

The secret rules appear to be: - You have to use all the tiles. - The ball must visit every part of every tile. - The finished layout must look elegant. Just assume that there is no goal other than closing all the paths. A tile that connects to empty space means you're wrong. A tile that connects to another tile means you're right. Any and all other "rules" will be changed as necessary to ensure that, if a solution i…

Counterexample (working solution): https://imgur.com/a/VxDJc6M, level 9

* all the tiles are used: yes

* every part of every tile visited: no. bottom right tile is not visited at all; the dangling path of the three-way tile is not visited

* elegant: no. Dangling paths.

Re: Google I/O '24 Puzzles

#90

Earlier quoted context omitted.

Can someone just provide me the solution to #3? I literally cannot figure it out.

Start, curve west to south, "Y" piece, curve north to east, curve west to north, reverse, back through the last two curves and the "Y" piece (unintuitively the ball will take the left to the finish).

> unintuitively the ball will take the left to the finish

really that makes no sense, physically or in the universe of the game :)

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