Interesting concept, but hampered by puzzles that seem a little disjointed to each other.
Each rune type added a different type of challenge, but the puzzles sequences did not seem to be interested in keeping to a puzzle theme or teaching a particular concept. Examples would be a sequence focusing on needing to use the only green tile to change all the required tiles, or moving the hidden tile to allow changing the red tiles away from edges. Some puzzles like this do exist, but not in any particular order or grouping.
There were some puzzles that seemed to have a very elegant solution and some puzzles that just required some amount of brute forcing.
Because the total amount of puzzles in a sequence were unknown, or at least not obvious to me, trying to manage my resources of displacement or mana felt a little pointless. Except for the last puzzle, the amount you started with also seemed to be a bit arbitrary. You could end up using all your resources before you finished the sequence or you could end up with an abundant amount by the end because you were too careful in the beginning. Funny enough, the very last puzzle was the one to circumvent this, giving you only a specific amount of displacement resource to solve the only puzzle in its sequence.
One possible puzzle concept would be keeping track of element sequence and very limited mana to identify which few tiles you have to activate. On that note, a legend or a graph to keep track of what symbols change to what symbols would have been very helpful, or a number value added to them, because the symbols don't read instantly as earth, water, air, fire, and just becomes noise while you solve the puzzle.
The level going in order from right to left also did not help in teaching the symbol sequence.
The sfx for moving tiles around was far too loud and jarring for an otherwise calm puzzle game.
Mouse controls might also be nice to have, especially for some of the bigger puzzles.
Would be interesting to see what comes of this.
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