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(+1)

Very neat, but not exactly pretty presentation. Not fond of the UGUI style giant buttons that aren't animated at all.

I think it might start far too difficult too. Your initial levels should aim to teach mechanics in a simple to follow way, but the first level in this is baffling. I solved it, but it required lots of thinking ahead, which as a new player was pretty tricky. If it had been "make a red 10" and the options had two side by side red 5 tiles, I'd have got it easily and learned something. Two red tiles produce a red tile with the sum on it. The next level could have been "make a red 10" with two 5 tiles, but one of them green.

In that way, you slowly build up the complex rules one by one in your players' heads. Much easier to get started like that!

Congratulations anyway, it's no simple feat to get a working game built in 2 days!

(+1)

You're spot on with your feedback! I actually had kind of a busy weekend irl, so I could only use about half the time I normally would be able to. Because of that I chose to forego a lot of the art I'd normally invest time in and just focus on the technical rules behind it. 

A better UI style is definitely something I'm planning on working on and of course a better introduction is an excellent idea. I only had about a handful of hours left when the game itself was finished to make a tutorial of sorts, so I settled for some screenshots with added instructions. I like your example of that, that seems like a great way to introduce the player more gradually to the whole concept.

I also just loved the way you designed your levels, visually speaking, so I might just take inspiration from that as well if you don't mind ;). Thanks a lot for your insightful feedback and I'm glad you liked it :D

You're welcome to copy the level design concepts from my game. It's not like they were invented by me personally! Game devs all over the world have gradually discovered what works and what to avoid. It even has a generic name for the process: Onboarding.