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Hello! Welcome to Feedback Quest 8! My name's Hythrain, a co-host and one of the streamers for this event! This feedback is being written live as I stream your game! If you're interested in seeing my live reaction, let me know and I can send you a link to the VOD once it's posted to YouTube!

So my normal approach for any game in these events is simple: I get the game, make sure it's not a virus, then play it with as little information on how to play as possible. This way, I can judge how intuitively someone can figure out the game. Only if it's obvious that I need to read more will I do so. I note this so you can get a sense where some of these feedback comes from. In addition, I want to note that feedback and rating are different; don't use this feedback to gauge what I'll rate, nor should you view my rating as entirely indicative of my feedback.

This is a fun way to do a puzzle game, though I'll admit that I wasn't a fan of a certain part of its execution. See, the moment I saw the paper with a grid of dots, I was immediately reminded of Dots and Boxes. So in my head, I had assumed that I needed to follow the rules for Dots and Boxes, which meant doing a line between each sets of dots. Yes, I still thought this when the game told me to use "as few lines as possible" as, in my mind, I thought five shorter lines would be counted as one. It took me too long before I realized it wanted me to just skip to the end point. Now whether you want to use this as feedback or not is up to you.

In terms of things that I do plan to give feedback on, I found doing the one block puzzle to be annoying. It relies on being very precise with where you're aiming, relying on a specific block in each piece. When you can put the piece down it shows the silhouette but not if you don't have the room. This leads to the player trying to figure out what spot they need to aim at to set the block down. I think this would be improved if instead of not showing anything if not a valid spot, it showed the silhouette but it was in red as well as indicated it couldn't fit. That way, players can see the shape and see how it doesn't fit. Another issue I had was trying to put the blocks down. There were times where I wanted to just drop a block on the ground to grab another one, but I couldn't do so; I had to first put the block I had on the grid. Even if it's not in the green box, though, it adds to the visual chaos. Making it so the player can drop the blocks and pick them back up would be a good idea.

In a similar vein, the one puzzle where you spin the board was a little... sketchy. By that I mean not only do you need to draw the puzzle correctly but you also need to figure out the correct orientation. I ended up taking a lot longer on the second part because I had the orientation but not the drawing right, so I ended up trying different ideas. I think this is where a small, casual hint could work like what you did in the last puzzle; just a little drawing on the control console that indicates the way N should be. That way, the player doesn't need to guess if what they're trying is the right idea.

The last thing I want to talk about is the framerate. So I don't have an amazing PC, but it's still okay. It's able to handle me streaming games normally. However, I noticed a huge drop in framerate whenever I was inside any of the puzzle rooms. Outside was perfectly fine, however. I suspect this is due to the number of objects in each room and a lack of optimization. I highly recommend being proactive on optimization, as it'll save you time in the future.

That's all from me! Keep up the great work!

P.S. Where the heck is that third purple post-it? I got the ones on the spinning puzzle and on the roof of the last room.

Hi! Thank you so much for playing the demo, and for this big review! 

A lot of feedback here. Improving puzzles so that they accept any number of lines, as long as the final "drawing" fits the solution, is definitely a thing I will be working on. 

Also, tons of good ideas for room 8 (the one with the blocks you place on the board). 

For room 7 (the one where you spin the board), I will be thinking about ways to make it more comprehensible; the idea was that each section represents a number drawn by the "shapes": 1, then 2, then 3. But I can probably make it more obvious!

Finally, yes, I have to admit so far I haven't taken the time to work on optimization, I'll investigate some ways to improve on that for the next demo patch

Thanks again, and I'll go watch the VOD as soon as I can :)

PS: the other post-it note is clearly unfair haha, it's in room 5 (where you get the screwdriver), you have to go upstairs, walk outside on the sort of "balcony", and do a jump with mid-air control to reach the other side of the barrier, then you can walk behind the building and find it

"PS: the other post-it note is clearly unfair haha, it's in room 5 (where you get the screwdriver), you have to go upstairs, walk outside on the sort of "balcony", and do a jump with mid-air control to reach the other side of the barrier, then you can walk behind the building and find it"

... I KNEW IT. I HAD A FEELING AND WAS EVEN TRYING THAT, BUT COULDN'T PULL IT OFF AND THUS THOUGHT IT WASN'T POSSIBLE.