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(+1)

Hey SecretPocketCat, thanks for the review! The angle of the camera was definitely something I went back and forth on. I too struggle with messing up Left / Right and with the player character facing Left->Right across the screen for most puzzle’s there’s an implicit 90 degree rotation you have to do in your head. I ended up leaving it because a) in most games the character goes from Left to Right, it’s an intuitive goal for players and b) the finish tile was more easily visible in most levels from a side on angle. I think I’ll make this a configurable option post Jam as once you have all 4 commands the starting orientation of the player doesn’t matter mechanically. Perhaps being able to issue commands with WASD/Arrow keys might also help.

As for the brute forcing, I definitely feel the same way for some of the later levels. I wanted even the complex levels to have at least one simple, but inefficient solution, and hoped the alacrity goal would drive people towards finding the faster solution after discovering the simple one. There is one level “Spinors” which is intentionally so complex with all the spinning pieces that brute forcing its 2 command solution was kinda intentional, I didn’t consider that it might have a demotivating effect on people given it’s right at the start of the rotating pieces puzzle section.

I think as you pointed out, a step debugger is really needed once the  rotating pieces are introduced as the player moves so fast it’s hard to grok how the rotation and action plan are interacting. That and drag and drop I think are the biggest missing QoL features.

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A topdown view would be way easier to read IMO 🙂.

Spinors is def the main offender, but I realised my frustration on Samsara.

The commands don't get reset when switching levels btw., so starting a lvl, then switching to a different one will keep the commands (even beyond the lvls max, so it could be used to cheese lvls).

BTW. just got a panic when quickly switching levels.

panicked at game/src/player.rs:336:22:
Attempting to create an EntityCommands for entity Entity { index: 423, generation: 7 }, which doesn't exist.

Thanks for the bug reports! Unfortunately I discovered both of those problems after the submission deadline. 


The later levels definitely feel qualitatively different from the earlier levels because they were all made on the last day after I was happy with the QoL features in the UI. I think I made the multiple player character levels just a few hours before the the deadline. As a result they didn't get any real play testing and so don't feel as refined / intentional in trying to teach you something as the earlier puzzles.

I've also realized that the "turning" blocks are very very hard to intuitively reason about their behavior and they should be used a lot more sparingly and require a lot more training puzzles to teach you tricks about how they work, especially with how they interact with walls. Because if you can't intuitively reason about them like you can with Ice then you resort to brute forcing like you mentioned.

I think I few things could help with the apparently complexity of the turning blocks, a step debugger, and a "ghost" projection that plays out once cycle ahead would help a lot I think, but in general they need to get tuned down.

It's also hard to visually distinguish between the clockwise and anti-clockwise rotating blocks, I think their color schemes should be inverted so it's easier to tell at a glance which is which.