What did this game do well?
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Interesting approach to PCG with different puzzles and mazes that need to be solved. It is good that losing just drops you down a stage instead of giving a game over (unless its the first puzzle).
The transition to the previous level indicates falling really well, and the path to the end is unique and increases in complexity as level increases.
The pcg worked well, and the difficulty scaling made the game fun.
The name of the game help creating a general expectation to the game. The sound effects are pleasing.
Like the way the block is floating around the air when changing the levels, it really meet the game 'memory decent' vibe.
Really well polished! I love how simple it is yet still challenging, a fun brain teaser without unnecessary clutter.
I love the between-level transfer and the animation, I also enjoy the game machinism.
The game does its level generation really well, but the best part is its ability to recall previous levels and the leniency it provides when you fail a level, to only make to go back to the previous level. This mechanic also forces the player to memorize previous levels to get a chance of progression.
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What could this game have done better?
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All my homies hate isometric view. The controls are really unintuitive an make the game a lot harder. Add some indication that the I am in the memorizing phase of the game. When the path is up there is no indication that I can't move, so I just think the game froze.
The movement of player character can be made better.
There were a few bugs with the game, and more elements to the game could help make long runs still feel fresh/not repetitive.
The viewpoint and the movement keys are kind of confusing, might consider change to another view.
May need more design on the visual so that it can bring more impressiveness to the player.
Nothing, really. In my opinion it already checks all the right boxes for a puzzle game, if anything maybe showing the puzzle solution again on game over would be a nice touch!
I wish to have a better control, the key sets are weird now, and I hope the background could be something else
I'm not sure the isometric perspective helps for this game. It makes controlling the player with WASD a bit unintuitive, is S down or D down? Additionally, the 'do not step here' areas on the map are not entirely clear as 'do not step here.' I think it the blocked tiles can be represented better with other methods.