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(1 edit) (+1)

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!

(+1)

Thanks for playing and great feedback!

I tried my best to design puzzles in a way that you can get the main idea, or at least see the main obstacles you are facing with, with looking at the level geometry, or just playing out with the level. But unfortunately most of them need some sokoban maneuvering even after getting the idea.

Ooops! I didn't notice the ESC problem, sorry! I will see if I can sort it out.

I see how a playthrough video could help, I hope I can find some time for that. Adding visuals for tutorial is a great idea, gonna do that asap.

Highlighting when a change is possible sounds like a nice idea, but I don't know if it would ruin some surprises and eureka moments in later sections. But I will try to improve visual feedback in some way.

Thanks again for the feedback, it is really useful!