I find it difficult to review this one because I'm personally not a fan of it but I'm pretty sure it's just not my thing. It would be nice if you are allowed to move the tiles after having placed them, but maybe that just shows that I take on too much of a trial-and-error approach. I do feel the connection to the theme is also not very solid.
I also think you should let the player know skulls just take away one life since the first time you see them you could just think you have to avoid them altogether and not get to a solution.
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Thank you for playing our game and taking the time to give us our feedback.
So!
- If we had more time we would have allowed to move the tiles after placing them, as long as they don't connect the hero to a point of interest (tiles would then be locked ). I'm working on it at the moment!
- On the connection with the theme, our idea was as follow: We wanted to avoid the idea of connecting characters/objects and try to find something else to 'join'. That's how we came up with this idea: rather than joining elements inside the level, player should join the level itself together. That's why the skeleton enemies are on the tiles: player is not supposed to put together pieces to cross the level but to put together the level itself, enemies included, in such a way the character can reach the exit. If this idea may not appeared fully fleshed out, I think there is room for experimentation here.
Again, thanks for your comment!