I didn't like this game, but I'll keep it constructive: try not to rely on complexity to make your puzzles difficult. This is an interesting mechanic, and you came up with some pretty nice ideas for what to do with it, but I honestly would've preferred if the puzzles were easier/snappier/took me only like 20 seconds to do rather than including unnecessary elements, or just plain red herrings. Level 3 was particularly egregious, it felt no more interesting than solving a maze to me
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That's fair, thanks for the feedback. Thing about level 3 specifically is i felt like it was gonna be a walk in the park/too linear unless i included "wrong mvoes" by making holes that reset progress. Atleast that was my thought process when doing level design. Maybe it was a good time then to introduce a new mechanic in a small setting as opposed to see how difficult of a level i could do with the few mechanics so far. you sure give me a lot to think about level design wise, thanks for playing!