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Completed all the levels before the groups 7 and 8.

Compared to last time, the level progression has been changed. It gives freedom in how you can tackle the levels which is great for a puzzle game, but I think the difficulty curve and options available should be revised. It is not obvious at a glance which levels are easier since the notation is not clear (little number, dash, little number) and the place where those levels are sometimes don't "flow" in a difficulty sense, it feels random and trying to follow the levels in numerical order is inconvenient. 

Having the 6th batch next to the 1st batch is a good idea to make an optional route, but I feel it's increasing the difficulty too much while also making the difficulty curve weird. The levels after that batch are easier so difficulty-wise it feels strange ("I took an alternative path for harder puzzles, but the puzzles are becoming easier now").

I found the music soothing except for the random cracks it has. The sound effects were a little too distracting, specially the box sliding effect which also has a long delay.

I think your undo/restart system should be faster. Something very common in this game is realizing you started in the wrong room and need to undo a lot of actions. This means pressing Z a bunch or pressing R to restart. Both options are really slow, you cannot just hold down Z to undo quickly, it needs to be spammed, sometimes for 20+ moves. Pressing R starts a really slow scene transition, which breaks the flow of thought. Baba is you implements a "hold Z to undo faster" mechanism which could fit your game. The scene transitions as a whole should be much, much faster.

I didn't complete the levels in 7 and 8 because they looked really hard to tackle and I don't really enjoy sokoban games very much at that level of difficulty. At that point the solution require extensive trial and error with little wiggle room in mind. 7-5 and 7-4 seem to be the same puzzle.

Great work so far! I hope you will be able to work on this further.