This game definitely requires more trial and error than I would have liked, so I definitely understand that feedback (which has been fairly common). I found it difficult to extract teachable lessons that had direct, practical uses in future levels. The snake-like level is the only one that I felt really good about in that regard, and even then it’s hard to know if that and the level that follows it are enough to really drive home the point. I’m definitely counting the user to recognize what’s happened and carry that lesson with them afterward, which is probably a lot to ask for a game that’s already so abstract.
That said, going in, I really wasn’t sure if this would yield anything worthwhile at all, it was really just an experiment in whether a cellular automata-based game “would puzzle” with the help of rock-paper-scissors mechanics. And I think it got the job done in that regard, so I’m happy with that.
Anyway, I do appreciate the feedback. Thanks for playing, I’m glad you had fun with it!