Thank you for your feedback!
I’m glad that you liked the game. The initial levels try to introduce players to the basic concepts. But you are right—they might seem like individual mechanics from the user’s perspective. Afterward, the new characters are mixed in, and it quickly becomes overwhelming. I didn’t think of it before, but now I see that we need levels in between to allow the player to experiment more and see how every piece of the puzzle works.
Your idea about indicating the puzzle result without running the simulation is interesting. However, it contradicts the game’s main idea. In Forest Farming, you plan individual routes for each character without knowing the result, and then you test how they work together and whether everyone gets what they need in the end. I will think about how we can improve ‘build-time’ indications. Thanks for the suggestion!
Good catch with the ‘Exit’ button :) It somehow vanished in the course of development.
Thank you for playing!