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The effort went into what's really important - clever puzzles (and 45 of them, are you kidding me?!). Some of those are suuuper tricky (especially when it's obvious to avoid low hanging fruit of pluses next to starting position, since those could make it impossible to fit in some places). Really cool.

Now, for some nitpicks (because I really think that the game itself is great the way it is, those are just small things that annoyed me a little bit, also a small disclaimer - I didn't finish the game, there's just too many levels :D):

- The fact that there is a restart button, but no undo button. A lot of levels let you intentionally soft lock into a shape that will just not fit the exit, and that's cool. However, when you realise this, you have to repeat the same sequence from the very beginning and it became a bit tedious, especially at longer levels.

- I'm not a fan of locking levels behind stars like that (especially in jam game, since I just want to see later levels, if only out of curiosity :)).

- I don't see how those levels with red-spiky-things add anything. You still need mostly "perfect" runs to unlock starts and for most puzzles the optimal route is the only route anyways, so being forced to start over because of one mistake just didn't feel right (to me).

Ok, that's enough. You said in the description that this is your first game. It's a phenomenal entry to the jam and a fantastic puzzle game on it's own and you should be incredible proud of yourselves. Not all of us are talented enough to start with such a banger and I will definitely be waiting for your next one(s), cheers!

Thank you so much for the kind words and even more for the constructive criticism! It is essential to share ideas and feedback to improve.
I will try to answer your points one by one:
- I totally agree with you, it is a feature that I asked to my coding team, but really didn't have enough time. I can't really understand how managed to do all this actually ahahahah but we will definitely consider updating and rifining this, and this feature is the highest on the priority list
- I also agree with this, but I am a perfectionist myself, and I think that making things harder makes it more rewarding, you feel more the accomplishment when you finally unlock or beat a level. But since I agree with you on the Jam thing we left in one of our debugging tools: press O to get 3 stars on levels (you have to press it a lot and switch pages to see it in action
- The spikes are more of a designing tool for me, it allows me to block certain routes to avoid unintended solutions, putting no blocks there could mean that the player can pass into that cell, while putting a white or purple one means that the player can stop there potentially making other routes possible where they shouldn't, the red one is the only block that allows me to block that cell in all the directions for good. For the player its existence is actually beneficial, as it limits its options, so, less choices to make to get to the solution, also it is quite needed for the ending *wink* *wink*
Hope that I answered your concerns, and would gladly discuss this further, maybe join our Discord so that we can keep in touch?