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I reduce the text introductions as much as possible, because I hope everyone all over the world can play my games. I try to make them intuitive, but there may be some confusing things.
In my second round the little dudes put the fire out.
Maybe I'm thinking of MeFi & MoFi. It's definitely do-able and fun, and as a bonus, if you have as bad a memory as I do, you get to play it almost as new every few weeks.
I was sorta close, but I don't think I ever would have got it on my own, without another hour or two of trial and error. It was never obvious to me, for instance, when was the most appropriate time to drop in the white dish or the bone. Specklet, were there clues as to the proper order that jumped out at you?
Each object must progress through a certain number of levels in order to reach its "level max". Also, each object can only upgrade one level per turn, and will not upgrade on the turn in which it is placed. So, if your object needs to go through three levels, you need to place it while you still have at least four objects left (one turn for placement, the other three for growth). Usually, even if you place some things totally randomly, you will get a fair amount of activity, so you can start to estimate these things (the listing at the end of a game will give you some info on this as well).
The other constraint is the ordering constraint. Some obejcts require certain prerequisite objects to be placed before them. These aren't always obvious, especially at first, but the animations will usually give you a clue as the relationship between two objects.
It helps to write out your observations (e.g. obj A needs three levels to reach max; obj B only activates if placed after obj C, etc).
For example, the concrete dish needs three turns to grow, and it doesn't seem to have any dependencies, so drop it as late as possible, i.e. on the seventh move.