Tried my best to solve some levels - but my brain just can't comprehend it. Usually I am looking at puzzles for a long time before taking my actions, but it doesn't work with this one, not sure why. I found myself helplessly in a try-and-error mode, pushing stuff back-and-forth, which didn't work well.
With all my lack of solving the puzzles, let me try give you some general feedback nontheless:
- I like that you picked a kind of unknown/unusual puzzle game engine (this is just about diversity, seeing something else than Unity and Godot here)
- The game scales nicely, when I switch into full screen mode, that's more than often not the case with other games
- The controls are fast and responsive. The X key is working (also here: in many games - depending on the country and keybord layout of the creators, X and Y are mismatched)
- You offer a browser-playable version. Top!
- The ESC key is a general problem for such ^^ browser versions, as it ends the fullscreen mode by default
Feedback for what you are asking for:
Level design
Can't say much about this. But for players like me a "playthrough" video of maybe the first X levels would be nice - just to "see" how these puzzles get solved (with the hope to create more understanding by that). Another approach for better tutorial: Create visuals. It's hard to translate written words in understanding a mechanic. Have a look at this example https://flavedogame.itch.io/cozy-tetris I am sure a mix of words and visuals would also help explaining your games mechanics.
Mechanics
As others were already mentioning, more visual feedback would be a great improvement - if your puzzle engine allows (if not, a feature request might be a good first step ;-)).
- Highlight all three pieces (or maybe only the orb, or maybe only the player+box - playtesting all versions would be needed) when X / SPACE can be used (when a switch is possible)
- Highlight what can be moved in a certain situation (finding an intuitive way to differentiate "can be pushed" / "can be pulled" - have no good suggestion for this, some testing would be needed here as well, maybe some endless scrolling arrows pointing in the direction of movement?)
- These feedbacks are needed, I think, because you provide three different mechanics, instead of just one like the original
That's it :-) Thanks for your entry!