By popular request (well, by one request), here's the solution to puzzle 62 - the Corroboree level from Ancient Frog LE.















I think I made a mistake in using the perfect solution as the par value. The game would be less frustrating (and a bit richer) if the par value reflected a really good but not necessarily perfect solution, and if it were then possible to come in under par. Players wouldn't be banging their heads against the wall on the really nasty levels, and there'd be a feeling of having beaten the game if they got a better score.
There's a fair bit of smoothing out of the progression and difficulty in general that I'd like to do now that I've seen it played by a much broader base of people, but I don't like to change a puzzle that someone is in the middle of at the time the update goes out.
Meanwhile, 1.06 is getting ready to release. The trouble with optimising is that there's no absolute end to it, and once I've started I find it hard to stop.




































































