yes, I was spamming, right here….
well played level designer… really well played with the spikes, I see you
(haven’t finished yet, but had to stop to tell you this)
alright now finished….
i think every single level introduced at least one little new thing, walls, fire, having to move because a bullet is coming to you, good for keeping it fresh
I think if there were 2 or 3 more levels I would have lost interest, it doesn’t overstay its welcome.
I found the end node not obvious, it needs to be made more different from the normal ones IMO.
Some of the obstacles… like a double fire in a X shape, seem to do nothing to you, or I just got extremely lucky with cycles.
It hurts my head to think of the effort of making sure the cycles are lining up in a way that is both possible and not frustrating, you did that well.
The theme is… a bit of a stretch and fills a bit shoehorned in. Feels more like the theme is “Timers” from playing this game.
to the person in your team that did the story stuff… I’m sorry, I’m a mechanics first person, specially when evaluating a game I just wanted the story stuff to get out of the way so I could play it and see what I think. People are different and I’m sure in a different context if I was leaning on my couch playing this on a steam deck I’d probably care and find it cute - not when I’m trying to squeeze a review in when I have a few minutes.
In conclusion, you picked one puzzley mechanic, explained, explored, expanded, and completed before it got boring… sounds like a win for a puzzley game to me