Feedback
- Nice music, I wanted a bit more sfx :)
- Also character animation could be nice
- Learning curve a bit steep?
- I think this is pretty typical for puzzle games at their early stage
- There should probably be a Fail state, ex. only two balls remain
- Level 1, how about a big level, so there is almost no failing possible? So it's a smoother beginning
- Level 2 maybe start with how to do it, not how not to do it?
- The fire is nice, but why have it melting even when it's out of range? It feels unintuitive and not immediately clear, players need to make an additional cognitive step to calculate this "invisible" step of still melting.
- Having a range from the fire makes it easy to calculate, the mechanic is represented visually. But then what +1 after that or +2 isn't unclear. Makes it harder to plan out the moves.