Really loving the art & style and enjoying the mechanics. Played for a while tonight and got a decent sense of the game and a modest score.

A couple notes:
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Seems like the fullness meter continues to drop while the board is being cleared and updated? Would be nice if that paused during that as it seems like there’s a bit of a penalty for making longer chains of slime colors that are already completed (since they don’t refill it).
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The A button doesn’t seem to register for a number of frames after clearing, or feels that way. So if it’s pressed too soon then it gets missed. And if you’ve already pressed the D-pad to start linking then the cursor ends up misplaced and requires backtracking. Would be nice if A button held down intent was noticed coming out of slime clearing state and applied before applying the first D-pad movement.
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I can’t tell if it’s intentional or not, but it feels like bit of a loophole that the full meter can be paused when the A button is held down and at least two pellets have been selected. So it can be left it there indefinitely to look around the board while the game is held in a sort paused state (but not fully since the clock still ticks).
Two things that would be nice:
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If loops auto-closed in scenarios where they could be (when end directly adjacent to start) when the a button has been released. Sometimes I flubbed and missed it the last dpad movement, having the game recognize that would be helpful.
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Being able to cancel / back out of linking slimes up. Like Pressing B, Select or Start while A is held down. Sometimes you realize it’s a mistake but there’s no way to stop once start.
Anyhow, really enjoying it and hope the feedback is helpful (whether integrated or not :D). Thanks for posting the demo!
