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A great clean presentation and experience of a do things in the right order puzzler. Importantly the movement and physics feels just right too for this, so it doesn't become tiring when you fail at the puzzle and have to restart. Game feels very much complete and enjoyable.

- My favorite part is the level select screen's 9.
Well also how all the elements came together to make the puzzles engaging to try and parse all in one screen. They were challenging but good to try and play out even after you worked out the steps, only trying to jump off the very end of a block being awkward sometimes.

- I'm not sure the greyscale level was necessary. It's nice to give the levels a theme, but you already had 'use your head' there which could have worked just as well as the main text. It just made it more difficult to try and parse the level, which as written above was one of the things I liked the presentation.
I also don't understand the purpose of that first post-epilepsy warning flashing. Even to set the tone of the game, there's the nice blue/yellow text flash in each level that isn't worrying. It just made the start of the experience feel a bit awkward, when the rest was so comfortable.

(+1)

Thanks for the detailed feedback! You are definitely right about the greyscale level. Multiple of my play testers also said it was not needed and that i was doing too much in one level. I think that's a case of allowing myself to become to heart set on a feature for its own good. As for the epilepsy warning. It definitely is a bit clunky but i kept it in as a precaution incase the flashing effects later in the game are bad on large or high contrast screens, just to cover my basis, and I tried to make it more of a joke at the start since it was most likely unnecessary otherwise.

No worries :) !
Yeah glad I wasn't the only one. Can definitely recognize an idea getting stuck in ones head, sometimes less is more though :) .
Ah that makes a bit more sense at least, I've read a bit about how to try and avoid that/the general parameters to trigger it in games but I did have someone see the bright colors and have some concern when I mentioned the confusion of the epilepsy warning, with the sharper changes of color of rotating objects because of the pixels.
Better to be safe than sorry for sure, but if it's not too difficult maybe consider a lower contrast version to let any players that had to stop at that point play the game too, because it'd be a shame for them to miss out the rest of it.

(+1)

that's a good idea. And in all honesty just doing light research on what constitutes needing an epilepsy warning my game probably doesn't apply. Even the opening is relatively tame compared to most screen color flashes. A low contrast mode would be a much better idea and could be dome with post processing. Thanks for the tip!