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Phew, this took me an entire hour to beat!^^' Which means that I must have been really hooked. BUT! I have some notes. :p

The first level I played was I think a tutorial one? You start just in front of it, there's only a series of jump to perform. But then I picked up Basement Dweller. Boy what a mistake! This took me so much time, and it was tedious all the way. This level is too long, too complex, the solution requires some convoluted moves, you don't know where you're going until very late, and it is so easy to soft-lock yourself... This level is a nightmare! I stuck with it mostly because after so much struggle I wanted to see its end. Finishing it was more a relief than a real sense of acomplishment.

After so much time spent on one single level, I intended to close it immediately. But I was a bit curious: are all the levels that long and difficult? So I just took a look at one other level... And this was a good decision! I beat not only this one, but every others! Turns out all the levels except Basement Dweller are compact, clever, and really fun to solve! The mechanics is really well used, and the level-design greatly show its richness, achieving both to surprise and lead in the right direction. This is a really great puzzle game after all!

There are still room for improvement. The controls don't feel very intuitive, and you often have to fight against them. Some moves don't feel nice, like vertical pushing or pulling, or pushing against a block when it is close to a wall, which requires you to make a bizarre diagonal to make it work. Also the hub world is an interesting concept, but it doesn't really work as a tutorial. My first moments were spent wandering around not really understanding how the mechanics work and what were those "portals" the UI was talking about. As for Basement Dweller... My advice would be to position it clearly at the end of the game, and even to divide it into several smaller levels!^^'

Anyway, congratulation for making this game! I have mixed feelings after my experience, but despite getting stuck for almost an hour right at the start, I must admit that the game's got me engaged in its puzzles, and I ended up really appreciating its mechanics.

Thank you SO much for this incredibly detailed review! Yeah, Basement Dweller is something a lot of people are having problem with, but honestly I think from perspective of feedback, it's kind of a happy accident that it's like that? It helps us see what makes the other levels tick, and what makes BD less inutitive, so we can avoid the same mistakes when creating longer experiences in the future - the general consensus seems to be that BD should have been two levels, or in the very least, should have had a checkpoint in the middle (which is what we're planning to add to allow for longer levels without sacrificing enjoyability!) 

We've also been going over solving the input system, currently considering either splitting the input, or using relative orientation between the camera and the selected face to determine if the block should be extrudable through mouse movement or player movement (looking at a block straight on makes movement controls more intuitive, but standing to the side of it does make it easier to use mouse controls

With the hub world we're planning to keep that structure, but greatly streamline it so that it feels less like a disjointed puzzle, and more like a proper "level select" screen akin to Quake's or even Talos Principle's - people just don't seem to like solving puzzles to get to the levels, which is entirely fair!