Oh boy, I have a lot to say here. When you make a system this complex, expect many things to need fine-tuning!
- There were collision glitches with the spinners pushing cones into the walls.
- Ropes don't show you their length until you place them.
- Balloons, if placed the opposite way around, just instantly glitch away.
- Balloons in general are hard to use. I found I could use them best for blocking arrows, making a short bridge in specific places, or elevating cones in real time (but that last one requires really precise timing).
- Maybe put more emphasis in the tutorial to incentivize the player to change the solution in real time based on the current situation. Took me some time to realize that.
- I think the dart shooters' animation is half the speed it should be?
- It's really annoying when you shoot cones with a cannon in one direction and then they collide with the ceiling, lose all momentum and instantly move the opposite direction. I think they should only change their velocity once they hit the ground.
- It was really counterintuitive that cones in cannonball form cannot collect keys.
- At one point I got a stubborn little batch of cones that was running into a wall but not turning around? They were also in a no-gravity zone if that helps.
- Maybe make it clearer that you only need one key to unlock the portal, in level 2 I didn't realize that and was trying hard to get all 3 in one run before realizing that it's already open.
- And uh, I don't think this counts as a roguelike if it doesn't have permadeath?
All that being said, the core design is great and with a couple more puzzle elements (and maybe more balancing of difficulty/usefulness of items) this could be a great Mosa Lina-like. I'm just going for the feedback award. (: