Heres my notes from playthrough:
- Good flow and puzzle design in tutorial! Simple mechanics, no too much information at once but still have to stop and think now and then on early levels.
-Make rotation smoother for guards. On second glance, it seems like they just freak out and twitch around on some turns.
-"Craft" button in craft-menu is basically the "Start" button. I'd like it bigger, clearer. Took bit of time to figure out that is what to push to play. While we're at it: show-level next to it, as a smaller button, and the "Get-back-to-gameplay-from-show-level" button at the same position as "Show-level" button but maybe greyed out or darker color.
-Walking enemy different color than still standing one. "Show lvl" -button lied to me when figuring out lvl6.
-Puzzles keep being fun.
-After using 1 dagger, automatically equip 2nd. Maybe the daggers should not be changable during play at all. Make couple of daggers, then use them in the same order.
-I strongly feel like the crafting UI should be visible at the same time as the lvl. So you could look at both the sides of the puzzle simultaneously while thinking about it!
-It's not clear immediately how many daggers I have for a lvl. They could be shown as:
[SYMBOL] [SYMBOL] [SYMBOL]
in the middle of screen or somewhere where I can see them clearly. Oh and then grey out a dagger after crafting onee. Instead of the symbol and numbers. Or both.
-Again with the moving enemy! Darn! lvl 10. Maybe the path he's gonna take should also shown as some sort of line or arrows in the thinking-phase. The map with information, or just playing the background, then on the top UI or somewhere is the crafting menu as a bar. Or is it the grey rock?
-Music loop getting old. Remove music, add cool cave ambiance or make the music fade in and out some times and make it longer in general.
-I'm at lvl 16, 15 was quite a lot of visual information but the solution was funny and not too hard!
-Same for 16. Had to think and try different ideas for a while but solution was rewarding.
Hey, it was a really good time playing your puzzle prototype! I wished for more variation for the puzzles but thats more like a final version stuff tbh anyway. For a 2 week jamgame, playing around with one mechanic in clever ways is way better scoping. The puzzles were expertly crafted imo! Needs just some visual clarity here and there and polish and voilà! For a full length game, I could see the protagonist maybe getting gradually some new ninjacool-abilities, like blinking around, temporary invis, ranged kills, etc. etc.