That's really strange, I have tried on two different computers and it works fine. Did you tried to play on fullscreen? Because when you click on that option the game pauses until you click again on the window.
AlvoNesto
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This one made me laugh sooo hard hahaha What a cool game!!! Many small games struggle to integrate story elements since its really hard to do that in such a small timeframe but you really did it. This game has tons of personality and I love it for that! The only thing I did not like was the classic point and click problem of having to click everywhere; you could have made those element stand out a bit more maybe but still I had tons of fun!
Wow! This was pretty creative and cool! Some of the connections felt a little bit random and it can get a little tedious in the long shot with so low stakes (and also a bit overwhelming when the tree grows a lot) but I could definetly see a more developed version of this game being a really cool experience with nice story elements! Great work!
Awesome game! I specially liked how the lack of defensive option lead me to use the rock in creative ways. The only things I would add is more juice and visual feedback (the lamp, the impact, etc). Also the last level was a insanely hard hahaha But I completed it and it was really rewarding! Keep the good work!
The main drawback of the game for me was the overload of visual information on every level. It makes too much noise when reading them. This comes from the amount of interactuable special objects (they are too many for a begginer level), the lack of visual hierarchy on the layouts, and (maybe its just me) but the floating symbols and color pallet felt too noisy. All of this not only makes finding the solution more conversome that it needs to be but also makes it difficult to understand the point of the solution even when its already done (because most of the time i just stumbled to it by mistake or by trying random things).
For me the best puzzles do the most with the least amount of things and seeing you relying too much on switches, doors and pulleys not only destroys the clarity of the puzzles but also feels like a wasted opportunity for exploring the full properties of the magnet. I would encourage you to try to choose only one interactuable object (switches and doors also count as one) and come up with as many different scenarios with literally only the magnet and that thing. If you feel like that is not possible or not that interesting, maybe that means that the magnet (at least at its current state) is not that compelling as a mechanic. But don't panic about what I just said, it has potential; the challenge is making puzzles that show with clarity why the magnet is compelling.
Cool concept and presentation! But having said that I have to admit that, in execution, the concept leads into a pretty uninteresting experience (and a little bit frustrating at times). Maybe it was because I can see that concept working better in a puzzle type game or maybe it was the level design needs improvement. But either way, it still was pretty cool.