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(2 edits) (+1)

Nice game. Taking the base of Simon Says and discovering what can you do when putting it in a roguelike setting and without the constraints of a physical object is very fascinating. I think using the sci-fi potential of the vibe of simon says toys for your game's easthetic is a clever choice, though one that can be tied in a way that makes more sense into some sort of a narrative. Maybe you're driving a ship and you need to play this game to keep it running? Or it's your way to maintain some sort of a sci-fi force-shield? Video games, unlike board games, often have a slightly bigger repsonsibility at immersing the player in another world. And if you already went far enough trying to create this dope space easthetic, try and think how to thematically tie it together in a way that will make sure your players are invested in the atmosphere. It will keep them playing for longer.
On the gameplay side of things, my biggest complaint would be mainly that the difficulty is bound to spike whenever you change up the board. So if you want players to persist through the game for long periods of time, it's usually wise to tone down the difficulty temporarily when introducing a new mechanic/changing the number of pieces on the board, the likes.
Nevertheless, it isn't easy programming a simon says game that can fit a variaty of changing boards, fitting it into a rogue-like style and still submitting it all on time within 4 days, so good job! I hope you had fun making it :)

(+1)

Thank you very much for your extensive feedback. We also had ideas of tying the whole thing in a story which explains and motivates the game. But we didn't find the time and decided to focus on making the actual gameplay ':) . But I really like your ideas on how one could expand on the sci-fi theme. And really valuable feedback on the pacing of the difficulty. We even had ideas of letting the player choose between two aspects the get more difficult  (bigger map, longer sequence or more steps of the sequence revealed at a time). Or even tying it with the upgrades. Like you can get that upgrade but the sequence gets 1 or 2 longer. But that's a really good pointer from you, to decrease the general difficulty (sequence length) when the mechanic changes. And we for sure did have fun making it ;)