@LMD
Hey, friend.
How far have you gotten in Baba is You? You like it so far?
I like the game a lot so far.
@LMD
Hey, friend.
How far have you gotten in Baba is You? You like it so far?
I like the game a lot so far.
Hey!
So far I have 50 dandelions. My play time is 14 hours. Yeah I like it. Itâs been a bit frustrating at times, but Elliots advice to not worry about clearing each level has been good.
I just unlocked the area âTemple Ruinsâ yesterday. Itâs the one where âhasâ is introduced for the first time.
I had got a bit stuck on the previous area âForest of Fallâ. I still have yet to solve levels 3, 7, 8, 9, 11, 12, B, C, and the second bonus level (I think itâs a bonus level idk). So Iâve only cleared 8 of those so far.
What frustrates you when playing? Just curious. I think out of my whole time playing thereâs been only one level in the whole game thatâs truly frustrated me (itâs a level in area 6, finally beat it yesterday though). The concepts introduced in that area were a bit unintuitive to me. I think the fact that you have unlimited undoâs has made this game enjoyable. I hated puzzle games where one mistake has you redoing the whole thing.
Ok. I just re-beat all those levels. I donât know how I would give any broad-based tips, but I could share some simple hints for the levels. You could also share with me how youâre approaching a specific level. Hmm. Now that I think about it: do you have a plan for the level soon after you start? I can usually form a plan for how I want to approach the level fast (doesnât mean its right or anything, just that Iâm quick to sum up all the text).
Hereâs a simple hint for level 3: Have you tried teleporting words?
EDIT:
12 is really simple. Thereâs no fancy solution for that.
Interesting, I just beat this level after seeing that you said this. I approached it with the mindset that it was easy, and that I was looking for a simple solution, and I just got it.
When Iâve gotten frustrated recently on those levels, it feels like none of my ideas are working, and I canât currently think of any new ideas. Like Iâm mentally blocked. And I know implicitly that the level must solvable, but it seems impossible. I feel like I just want to know the answer (but I know thatâd actually make me feel bad to just know without figuring it out.)
It makes me impressed that some people face way harder problems and persist and sometimes solve them, despite not knowing whether a solution even is possible (Einstein is who I think of).
Having to redo the whole thing does sound annoying. Iâm glad Baba isnât like that.
Iâm going back through those âForest of Fallâ levels currently. When I find one that I think Iâm well and truly stuck on, Iâll write down my approach, and why I think its not working, and share it. Sound good?
Kind of? Sometimes something like this happens. Like sometimes I can see that the problem is designed such that certain things arenât possible, and that I have to do x with only y, z and not w or something. I might have to pay more attention to this on a few other ones though and get back to you.
With level 3 in Forest of Fall, I think I need to somehow push the love heart on the right down into the water, to melt the water. I think that would mean teleporting over there, and then changing it to push, somehow. I have tried with teleporting words, but it doesnât seem possible to get a whole phrase over there without messing up its tele function. Iâm going to explore that more though.
Cool I solved this! I figured out the technique on level 8 where it uses something similar.
I approximately divide levels or problems into 2 categories:
A tip: if youâre stuck, write out a list of every rule you can form using the words you can push around. Do any of them help? Iâve beaten some levels by making a list then realizing one of the rules is helpful (or realizing I donât actually know what the game will do if I write something so itâs worth trying).
If you imagine you can form whatever rules you want with the available words, and turn them on and off in the right combinations at the right times, and you comprehensively considered all the rules available, and youâre still stuck about how to deal with an obstacle, then itâs a type 2 level/problem that youâre facing.
Iâll use level 4-5 as an example since @Eternity and @LMD have both solved it and looked at that zone recently. My comments include major hints which get into spoiler territory for 4-5.
For me, level 4-5 required type 2 thinking. What requires type 2 thinking may vary by player and how they see the game and what sorts of rules of thumb they have. What looks impossible to you at first is just a heuristic, not an exact logical requirement, since sometimes it actually is possible.
When you see that formation, usually itâs impossible to deactivate that rule. You can never separate those words or push any of them down. Itâs only possible to move the whole group left or right a little which doesnât change the rule. There is space to add extra words, so if you have ânotâ or âandâ you could do something. You could also write âleaf is âŚâ going down or âfoilage is leaf is defeatâ by adding words in front. But outside of those kinds of limited cases, this is a permanent rule youâre stuck with.
Hereâs the whole level
I start with type 1 thinking and Iâll try type 2 if it doesnât work. So when I tried to solve this level, I wanted to move the leaf out of the way so I could walk over to the heart. That seemed like useful progress, and I was able to do it using the teleporter by switching between âghost is teleâ and âghost is pushâ.
Iâll use type 1 thinking for one part of the level at a time. In this case, I was able to use the available (type 1) resources to solve one of the apparent problems in the level (getting out of the room you start trapped in).
So I reached the heart but then I paid more attention to the shortage of âisâ blocks. There are only two âisâ, one in âbaba is youâ which I need, and the other in the apparently impossible to split up rule.
So what did I do first? I thought about using the teleporter on the âbaba is youâ rule. Maybe the âisâ could alternate between activating that rule and activating âlove is winâ. But then I realized even if I could do that and keep the teleporting rule always active, it still wouldnât work: I need to be something and have the victory condition active on the same turn.
So thatâs when I focused more on thinking outside the box. I started thinking maybe itâs actually impossible to win while leaving âleaf is defeatâ alone. Once I focused more attention on that obstacle I was able to figure it out.
Iâve used similar reasoning/methods on many other levels, and I find a fair amount are solvable with type 1 reasoning but some arenât.
Some levels require a single big type 2 trick to solve and the rest is easy. Sometimes thatâs pretty obvious right away.
Some levels require a lot of type 1 work but also a type 2 trick, which may be big or small, but you have to figure out a lot of the type 1 stuff before you even get to the point in the level where you do the type 2 thing.
Hereâs another example (no spoilers just small hints), zone 5, extra 2:
Here, you appear to need 2 things you can push around: 1 to get through the door and 1 to get through the water. But you only have one boulder. Text is float so you canât use the words to break obstacles. So this looks like a type 2 trick is necessary: you have to do something that may initially seem impossible. (I havenât solved this one yet btw.)
This is also a good example for how I look at available words. There are 8 words inside the room with you which you can push around freely. So I could make a list of all the rules I could form with those 8 words (I havenât done that yet but if I want to solve it I should). There are also a bunch of rules outside of the room which Iâm probably just stuck with. The ones on the edge look impossible to change. The skull rule is changeable if you get out but thatâs probably pointless: once youâre out you can just walk on the flag and win. So you need some concept of which words you can work with, and which you canât, when making a list of all the rules you could write. I wouldnât write âskull is pushâ on my list, even though all of those words exist on the level, because thereâs no âskullâ word inside the room Iâm in, and I donât expect to be able to use the word âskullâ until itâs no longer relevant. Sometimes first impressions like this are incorrect and some sort of type 2 solution is needed to mess with those rules, but most of the time I find the rules that look like they arenât meant to be intractable are in fact not something I interact with.
Hereâs one more example, level 2-11 (no spoilers just small hints):
Here, the âwinâ is outside the room youâre trapped in. To me, this makes it obvious right away that some type 2 thinking will be necessary. If I only play normally (type 1), I wonât be able to get out of the room since it has a solid wall the entire way around and thereâs a âwall is stopâ rule that I canât break up since itâs against a wall so thereâs no way to push any of those words horizontally. So that means Iâll have to violate some kinda initial assumption/preconception/expectation/rule-of-thumb to win.
4-8 spoilers. Example of using writing to help organize thinking and reach a solution.
I hadnât solved 4-8 yet. I just did it.
First I played the level a bit to get experience and intuition about it. I didnât remember much and donât think I tried it much before. I got an initial understanding of what is hard about it (initial because sometimes there turn out to be more layers of difficulty later).
I started by writing a list of what rules i could form. That didnât help much so next I decided to write a list of important beliefs I had about the level. I figured if I listed those well, then at least one would have to be wrong, and writing them down might help. And indeed the first one was, while not wrong as written, helpful and related to a wrong belief.
Hereâs what I wrote:
rock is push
leaf is pushrock is leaf
leaf is rock (NO, rock is stuck above leaf)rock is tele
leaf is telebeliefs:
if something is push and tele, i canât step onto it. (i could already be on it though when it becomes both. maybe thatâs the key)
tele does nothing unless there are 2+ objects
tele with 3+ objects sends to a random other teleporter
i canât push the ghost to where the key starts
i need to teleport the key to the word room by putting the rock on it then turning the rock into a leaf
if i get a push tele leaf to the ghost, i wonât be able to get the ghost on it because the ghost is also push
oh i need the key to warp back and forth. then i push the leaf every other turn. get key into ghost room. then move ghost onto key
Then I solved it. Solving it involves some implementation details and trial and error, mainly setting this part up correctly so I could activate the second leaf rule while getting myself teleported simultaneously:
I didnât spend a long time before writing. And the writing didnât take very long either. And solving it after I was done writing was also quick. I wrote all that at once without playing in the middle. If youâre having a harder time, you could alternate playing and writing.
Hereâs what I wrote to solve 4-B. Spoilers.
beliefs:
i need to be 2 things at once to get one into the âis winâ room and leave it there
i need to turn the thing in the âis winâ room into text
that turns two things into text
i only have 3 things: keke, box, flag
i need 2 things to win: something=you and something else = win
you can win with one thing but you need to turn into it, and make it you, at the same time, which i donât think i can do
i canât do e.g. âtext is kekeâ or i wonât be able to write a victory rule anymore
maybe i have to take the teleporter and push something at the same time?
to move âX is youâ up by the teleporter, i need 2 of something. like 1 keke and 2 flags can push it up. but then what do i turn into text? iâll still only have one type of thing left over. even if i have 2 flags outside and âkeke is winâ, i donât think i can move the words for âflag is kekeâ and âkeke is youâ at the same time.
i canât stack extra words to change who i am while entering teleporter while leaving âkeke is youâ on original row. iâm one word short.
box has stop trait. maybe that could be useful somehow?
oh maybe this is a âtext is youâ level? yeah thatâs it. set it up like earlier with âkeke is winâ. then do âtext is youâ. then get âflag is kekeâ too.
oh, i canât win this way because text is float. standing on the flag doesnât work. however, i can readjust to âflag is youâ now to win.
Yeah, ~same. I think part of why Iâve liked Baba is You so far is because I feel that no puzzle is impossible and so I never felt that way with any of the puzzles (save the one I got frustrated with). Technically, if the devs did their job right no puzzle game is impossible but some games just make the puzzles feel impossible.
Yeah. Iâll probably do the same at some point.
I feel like this has been my experience of the game so far. So it helps to have it written out. Though I think its all subconscious and I do both at once. Maybe it will help to look it as implementation details and then see if I need to think outside the box.
There are quite a few levels Iâm stuck on currently. Maybe this could help? Iâll try it out soon and see how it goes, cause I think at this point I need a better process for attacking these levels.
I tried level 4-B using some of the writing techniques Elliot did. (Which I hadnât solved yet). I solved the level! I havenât looked at how Elliot did it yet.
Here are my notes:
rules i cant change:
water is tele
text is float
wall and box is stop
rules i can make:
keke is you
box is you
text is you
flag is you
text is box
box is text
flag is box
box is flag
text is flag
flag is text
beliefs:
I need to get text up into the area in the top right with âis winâ in it but i cant move existing text because it is float and so wont tele.
I cant change that the text is floating, so I have to move an object (flag, box, keke) up there, and then convert it to text
When i convert an object to text, it converts all instances of that object to text. (So if i convert âboxâ to text to make âbox is winâ, i then have to convert some other object into a box in order to use the box as the winning object.)
I canât see why it matters that the box is stop. I currently donât think it matters.
There are 3 main objects to work with: box, flag, keke.
I can convert two of them to be the same. E.g box â flag, now there are two flags
I can then make myself both of them, and tele one into in the upper right area.
Now if im careful not to move such to make the upper right area words messed up, I can convert myself back to keke, and then convert flag to text. Then i have âflag is winâ in the upper right area, but no flags.
Can I convert another object back to a flag? what objects remain? keke, text
If i could make keke is flag, and flag is you, i would win
If i do âtext is flagâ or âtext is boxâ i cant win cos i need âsomething is youâ in order to win
okay if i do âtext is youâ i can covert keke to flag
hmm okay, but the text cant get the flag, cos itâs float.
I think if i now make âflag is youâ then I win
great yup! solved.
Okay so I was right that the fact that box was âstopâ didnât matter.
In hindsight I noticed that the layout of the map might be giving some clues too. There are those four walled in trees, and I think they were for manipulating the text. I had wondered what they were for on an earlier attempt.
I donât think that I got clues from me writing out my thoughts. It worked more like a thought/idea log for me. Maybe in future ones Iâll find i can use writing more as a way to find clues. I want to practise using this technique on future ones, even to just practise getting my ideas down.
edit: wrote wrong level number