Mmmmm mechanically this is a very solid entry as it reminds me of my days as a kid solving Pokémon gym leader gym puzzles specifically, Tate & Liza in generation three, and to a lesser extent Candice in generation four. Games don't have to be overtly flashy or grandiose to be fun and I think this example serves as a good reminder in regards to that truth. I can appreciate the attention to detail, especially considering the time constraints, that really speaks to how passionate the group was.
With that being said, if I had to critique/provide feedback I would just say that it would have been nice to have some visual language that represented a "door" or the tile to advance as currently I felt it to be a bit ambiguous. (A tile with some simple strokes indicating the path to progress) It's not that detrimental since most gaps are only a few tiles wide, but at first I did find myself just expecting any gap to work. Additionally, and, this is just personal bias but I felt some puzzles feel slightly redundant in terms of progression, and I would've preferred to see that time indexed into potentially a new "variable" or towards some more complex puzzles (less overall puzzles but more challenging to feel more satisfied). Nonetheless it was a stellar project, and you know that's true when your player is just asking for more of it. Good stuff
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Thanks for doing such a great feedback !
I'm glad you enjoyed the game and the references :D
Concerning the improvements, we planned on doing a "door" for the exit but felt like it was out of place, maybe we'll end up adding one in the future tho, and on top of that I presume that you didn't played the game in fullscreen considering there is only one tile hole per level when fullscreen is active :D
And don't worry, we planned on adding more levels in the future, we already made some improvements that will be released at the end of this jam voting period !