apologies if this comment is quite long. I do find it odd that we aren't actually told about it or start on the main menu. I stumbled upon it on accident when misclicking x instead of z (and I feel like it help explains some of the random scenery like the castle in level 4). If it wasn't for finding out about the menu and being able to lower the volume I don't think I'd of beaten every level (bar the random one but the idea of having that is cool and if you manage to make it work would be interesting). level 3 is tricky due to the fact the game which is presented as a puzzle game (at least in a sense) doesn't communicate that you can "cheat" it (also even slowed it was still a bit hard trying to move 2 pieces over and back quick enough, it being slightly slower would probably help the level feel like it is more about figuring out what you are meant to do). I'd recommend swapping level 5 and 4 , level 5 does a great job teaching the player how the button works, I was stuck for a long time on level 4 cuz I didn't know what the game wanted me to do(I beat level 5 before beating level 4). I would also recommend telling the player they can reset the puzzle (and maybe have it be bind to a button like r rather than the menu selection method, which I don't know if fully intentional or not). I think alot of these quality of life things could really improve the player experience
Viewing post in Build A Looping Route jam comments
Thanks for giving my game a try, and nice thoughtful feedback!
I love your long comment, your comment is very helpful and provides insight that I would never have thought about, for example, press "X" to open the menu by default on every RPGMaker game, so telling player about this is not even cross my mind.
Keep the comments coming if you have anything else you want to say about this game!