It's been a little bit since I played a Puzzlescript game with a mechanic as simple and cool as this one. The difficulty felt nicely balanced throughout, being more than hard enough to pose a challenge while not being unfeasible to think about. Nice!
Rascal Clock
Creator of
Recent community posts
This went from tricky, to difficult, to very difficult, and then finally to relatively easy. I can say with certainty that the stretch of levels from 10-14 were easily the hardest levels in the game for me, probably since I found it hardest to reason about the even (red) movement. The levels afterward provided more tangible restrictions on the possibility spaces and more deductions to make, making what needed to be done in them all the more clear; combining this with having just got over the big difficulty hump in the middle of the game, it made the final levels feel the most satisfying for me to complete. (Levels 3-9 felt the most balanced in terms of difficulty vs. introducing the player to the mechanics, so good job on that!) Overall, I found it enjoyable, if the difficulty was a little uneven, and the swap mechanic introduced a new dimension of thinking to the game's mechanics that made me feel invested in seeing more.
This was a very good puzzle game! It consistently came up with new twists to throw into the mix, just as the puzzles were beginning to feel stale. Its very clean design is pleasant on the eyes, and by the time you beat the final puzzle you'll feel like you've gotten a pretty good handle on most of the game's mechanics. I would recommend this to both those who are experienced and are inexperienced with puzzles alike.
I got stuck for a bit on main_6, until I looked in the bottom right and saw the GIF! :P
More seriously, this was a pretty cool puzzle game. The mechanic felt unique, smooth, and cool in its implementation; the final level felt like a good final test of the methods previously learned in the other levels. Despite the supposed theme of being unfinished and leaving mistakes, this felt pretty polished.
Fun little game. Yes, the final puzzle was slightly tedious, but given how short and humble the game is in scope, I don't think the player is expecting too much. The only thing I'd request is having a lower key_repeat_interval (you can type that in directly at the top of your puzzlescript file). I would say the long walk at the end made it a bit more satisfying to finally grab the heart.
Elegant, tricky, and approachable. Good job!
One idea I can suggest for a puzzle is to make the player avoid leaving a boulder on top of some shale, so that they can grapple up multiple times in a specific spot later.
By the way, you can Ctrl+click a level in the 'Levels' section of the Puzzlescript editor to playtest it immediately.