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* AntiFrustrationFeatures: You only need to complete a certain number of levels in most worlds to unlock the next one. In the majority of cases, this is less than the number of levels in the world overall, so if a puzzle on the "main" path is giving you trouble, you can substitute one of the optional stages. It is also possible to unlock all of the levels from the Settings menu.

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* AntiFrustrationFeatures: AntiFrustrationFeatures:
**
You only need to complete a certain number of levels in most worlds to unlock the next one. In the majority of cases, this is less than the number of levels in the world overall, so if a puzzle on the "main" path is giving you trouble, you can substitute one of the optional stages. It is also possible to unlock all of the levels from the Settings menu.menu.
** If you reset a level, only to realize too late that you were probably close to the solution, don't worry -- the undo function in this game can even undo resets.
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''Patrick's Parabox'' is an indie PuzzleGame made by Patrick Traynor, released on UsefulNotes/{{Steam}} and itch.io in March of 2022 for PC, Mac, and Linux. The goal is to push boxes around so that every square outline is covered, and then get to the goal, which resembles one of those same outlines, but with eyes like the PlayerCharacter's. The main gimmick is that many boxes have space in them that other boxes can be pushed into, or that you can enter yourself. Soon enough, you encounter [[RecursiveReality boxes that contain themselves]], and things only get more complex from there.

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''Patrick's Parabox'' is an indie PuzzleGame made by Patrick Traynor, released on UsefulNotes/{{Steam}} Platform/{{Steam}} and itch.io in March of 2022 for PC, Mac, and Linux. The goal is to push boxes around so that every square outline is covered, and then get to the goal, which resembles one of those same outlines, but with eyes like the PlayerCharacter's. The main gimmick is that many boxes have space in them that other boxes can be pushed into, or that you can enter yourself. Soon enough, you encounter [[RecursiveReality boxes that contain themselves]], and things only get more complex from there.

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* InterfaceScrew: Several optional levels mess with the visuals in certain ways, such as showing what is inside every box side-by-side, or rendering everything in an ASCII style. Pressing the 7 key lets you toggle between these two states and the normal view at any time.

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* InterfaceScrew: InterfaceScrew:
**
Several optional levels mess with the visuals are rendered in certain ways, such as showing what is inside every box side-by-side, or rendering everything in an ASCII style. Pressing art instead of usual graphics.
** A pair of extra levels zoom in or out infinitely, forcing
the 7 key lets you toggle between these two states player to constantly adjust which box they are focusing on.
** One level has a fixed viewpoint
and zoom level focusing on one of the normal view at any time.nested boxes instead of the player, so the player becomes tiny in boxes contained within it, and goes offscreen and has to feel out the surroundings outside it.
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Why am I so bad at this


* RecursiveReality: Boxes can contain copies of themselves, allowing you to exit it from one edge and re-enter from the opposite end. There is also an option in the Extras section of the menu to recurse, which sends you back to the top. [[spoiler:The hub itself turns out to loop in on itself in a similar way as revealed in the ending.]]

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* RecursiveReality: Boxes can contain copies of themselves, allowing you to exit it from one edge and re-enter from the opposite end. There is also an option in the Extras section of the menu to recurse, which sends you back to the top. [[spoiler:The hub itself turns out to loop in on itself in a similar way as revealed in the ending.]]
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* RecursiveReality: Boxes can contain copies of themselves, allowing you to exit it from one edge and re-enter from the opposite end. There is also an option in the Extras section of the menu to recurse, which sends you back to the top. [[spoiler:The hub itself turns out to loop in on itself in the post-game]].

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* RecursiveReality: Boxes can contain copies of themselves, allowing you to exit it from one edge and re-enter from the opposite end. There is also an option in the Extras section of the menu to recurse, which sends you back to the top. [[spoiler:The hub itself turns out to loop in on itself in a similar way as revealed in the post-game]].ending.]]

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Changed: 495

Removed: 426

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* GimmickLevel: Generally, a world will have at least one stage that contains an InterfaceScrew. [[spoiler:In the post-game, a few "Appendix" worlds whose gimmicks change the game mechanics outright are also unlocked]].

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* GimmickLevel: GimmickLevel:
**
Generally, a world will have at least one stage that contains an InterfaceScrew. InterfaceScrew.
**
[[spoiler:In the post-game, a few "Appendix" worlds whose gimmicks change the game mechanics outright are also unlocked]].unlocked]].
** Some extra levels have strange gimmicks not found anywhere else in the game, such as a box not being the same number of tiles wide as it is tall.



* RecursiveReality:
** Boxes can contain copies of themselves, allowing you to exit it from one edge and re-enter from the opposite end. There is also an option in the Extras section of the menu to recurse, which sends you back to the top. [[spoiler:The hub itself turns out to loop in on itself in the post-game]].
** You can create an "Infinite Enter" paradox by [[spoiler:arranging things so that a box is entered an infinite number of times]].

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* RecursiveReality:
**
RecursiveReality: Boxes can contain copies of themselves, allowing you to exit it from one edge and re-enter from the opposite end. There is also an option in the Extras section of the menu to recurse, which sends you back to the top. [[spoiler:The hub itself turns out to loop in on itself in the post-game]].
** You can create an "Infinite Enter" paradox by [[spoiler:arranging things so that a box is entered an infinite number of times]].
post-game]].
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* ChekhovsGun: It is very possible to [[spoiler:cause an "Infinite Exit" paradox by exiting a box that is not inside another box]] long before this becomes necessary to solve many late-game puzzles.

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* ChekhovsGun: It is very possible to [[spoiler:cause an "Infinite Exit" paradox by exiting pushing a box that is not inside another box]] into its own exit]] long before this becomes necessary to solve many late-game puzzles.
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ppb.jpg]]


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* NoPlotNoProblem: Why are you pushing boxes around, and traversing levels within levels? Who knows, but it's fun.
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This is YMMV


* GeniusBonus: The "infinite enter" paradox, when triggered, sends you to a box labeled with an Epsilon. Why that letter? The algebraic definition for the convergence of a series is that for any given epsilon > 0, there is a point in the series, after which all its values are smaller than epsilon[[note]]technically, the individual difference between all its values and its limit[[/note]]. If you enter a box infinitely many times within a single move, your size becomes smaller than any epsilon > 0.
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Insert nerd emoji here

Added DiffLines:

* GeniusBonus: The "infinite enter" paradox, when triggered, sends you to a box labeled with an Epsilon. Why that letter? The algebraic definition for the convergence of a series is that for any given epsilon > 0, there is a point in the series, after which all its values are smaller than epsilon[[note]]technically, the individual difference between all its values and its limit[[/note]]. If you enter a box infinitely many times within a single move, your size becomes smaller than any epsilon > 0.
Is there an issue? Send a MessageReason:
None


* AntiFrustrationFeatures: You only need to complete a certain number of levels in most worlds to unlock the next one. In the majority of cases, this is less than the number of levels in the world overall, so if a puzzle on the "main" path is giving you trouble, you can substitute it with one of the optional stages. It is also possible to unlock all of the levels from the Settings menu.

to:

* AntiFrustrationFeatures: You only need to complete a certain number of levels in most worlds to unlock the next one. In the majority of cases, this is less than the number of levels in the world overall, so if a puzzle on the "main" path is giving you trouble, you can substitute it with one of the optional stages. It is also possible to unlock all of the levels from the Settings menu.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* CompletionMeter: A counter shows how many puzzles you have solved, comparing it to the total number of puzzles in the game once you see the end credits.
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Expanded because I realized that was a ZCE.


* NoNameGiven: The player character is not named at any point.

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* NoNameGiven: The Along with the game being pretty much entirely plotless, the player character is not named at any point.point, not even in the game's files, which simply refer to them as "Player".
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Page launched.

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''Patrick's Parabox'' is an indie PuzzleGame made by Patrick Traynor, released on UsefulNotes/{{Steam}} and itch.io in March of 2022 for PC, Mac, and Linux. The goal is to push boxes around so that every square outline is covered, and then get to the goal, which resembles one of those same outlines, but with eyes like the PlayerCharacter's. The main gimmick is that many boxes have space in them that other boxes can be pushed into, or that you can enter yourself. Soon enough, you encounter [[RecursiveReality boxes that contain themselves]], and things only get more complex from there.

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!! This game provides examples of:
* OneHundredPercentCompletion: The game keeps track of how many puzzles you have solved, allowing you to gauge your progress towards full completion.
* {{Antepiece}}: Whenever a new world introduces a puzzle element, it does so with a puzzle that is easy to solve.
* AntiFrustrationFeatures: You only need to complete a certain number of levels in most worlds to unlock the next one. In the majority of cases, this is less than the number of levels in the world overall, so if a puzzle on the "main" path is giving you trouble, you can substitute it with one of the optional stages. It is also possible to unlock all of the levels from the Settings menu.
* AWinnerIsYou: [[spoiler:Stepping on the goal in the Multi Infinite world prompts the camera to zoom all the way out, showing all of the levels you have completed in the process, with the Intro hub becoming the "O" in the game's title, followed by credits]].
* BodySurf: Late in the game, you start finding [[spoiler:blocks that have empty versions of the player character's eyes. Pressing up against these without entering them causes you to switch control to that box]].
* BrutalBonusLevel: In the post-game, many extra-hard challenge levels are made available. The world containing these is aptly named "Challenge".
* ChekhovsGun: It is very possible to [[spoiler:cause an "Infinite Exit" paradox by exiting a box that is not inside another box]] long before this becomes necessary to solve many late-game puzzles.
* DevelopersRoom: One of the worlds unlocked post-game is [[spoiler:a gallery that shows graphics from past iterations of the game, with a few levels playable in the graphical style of one of these builds]].
* GimmickLevel: Generally, a world will have at least one stage that contains an InterfaceScrew. [[spoiler:In the post-game, a few "Appendix" worlds whose gimmicks change the game mechanics outright are also unlocked]].
* HubLevel: Levels are entered via the same kinds of boxes you traverse in the stages themselves.
* InterfaceScrew: Several optional levels mess with the visuals in certain ways, such as showing what is inside every box side-by-side, or rendering everything in an ASCII style. Pressing the 7 key lets you toggle between these two states and the normal view at any time.
* LevelEditor: Included with the game is a Unity file that serves as a level creation tool.
* NoNameGiven: The player character is not named at any point.
* PostEndGameContent: After the game is completed, a series of {{Brutal Bonus Level}}s, {{Gimmick Level}}s, and a DevelopersRoom open up.
* RecursiveReality:
** Boxes can contain copies of themselves, allowing you to exit it from one edge and re-enter from the opposite end. There is also an option in the Extras section of the menu to recurse, which sends you back to the top. [[spoiler:The hub itself turns out to loop in on itself in the post-game]].
** You can create an "Infinite Enter" paradox by [[spoiler:arranging things so that a box is entered an infinite number of times]].
* WarpWhistle: There is a tile in the upper-left corner of every hub that lets you travel between any you have already unlocked without walking all the way back.

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