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Overall: This is really cool, unique, and challenging! I will point out though, the difficulty curve is in definite need of tweaking. The first 4 levels are tutorials that are seemingly impossible to screw up, and I was unable to clear level 5. Out of curiosity, since I failed level 5, I checked out the last level, which to my surprise I was able to beat. I even went back to level 5 and still struggled to clear it. Unrelated to my previous note, I think the inclusion of a level editor is really cool, and impressive for such a short jam,

Fun: I enjoyed the puzzles! It was fun trying to figure out how to get a huge chain going, and undoing moves to try and fir just one more piece in.

Innovation: I haven't played anything like this, and it was really creative!

Theme: I would definitely say this fits the theme. The core mechanic of the gameplay is getting larger combos of pieces. It's a pretty creative use for the theme too!

Graphics: I like the faces everything had. It adds some nice character to an otherwise abstract puzzle game. I like how since the game is played on the web, you took time to draw the page background and a lot of out-of-game assets to set the scene.

Mood: It's pretty zen. I like the slow paced calm puzzle gameplay. the super rad webpage background sets a great mood too.

Audio: I like the music. It's calming and relaxing, though perhaps too short? I try to make my music over a minute long minimum before looping. I think the short duration of the loop leads to it feeling repetitive.

Humor: Not applicable.

Final Thoughts: Solid entry. I'd still like to point out the difficulty curve. This scenario is akin to riding a bike with training wheels. In the first 4 levels you are holding the player's hand, but after you take the training wheels off, you end up roll them down a hill with no regard for their safety. The earlier levels shouldn't be so strict in requiring the player to fill in every space. Let them get used to the mechanic off the scripted rails, give them room to breathe, and then after a few stages of getting the hang of it you can ramp up the difficulty. Difficulty is one of the hardest things to judge when you're making a puzzle game, since you made the solutions and you made the mechanic so it comes naturally to you. The players are just experiencing it for the first time, so they need some room to play with it before being confined to maximizing score.