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The reason I explained the mechanics is that this game was made for a school assignment. I tried to explain the mechanics as uniquely as possible, but what you wrote is very true. I will take this into consideration in the PuzzleScript games I will make in the future. Your comment is very valuable in this regard and helpful for me to improve myself. Thank you very much.

I'm definitely considering adding the toggle button mechanic to my next PuzzleScript game. Thank you for the suggestion. In the scene where we control multiple characters simultaneously, my actual goal was to surprise the players and give them a momentary scare. I created a very chaotic level, especially in the last one, but it was actually simple; the point was to create a psychological effect. I'm very glad you noticed this, it was my intended goal. I hope you enjoyed while playing :)

 if you really wanted to scare the player with a perceived difficultly spike of having many players, I don't think you succeeded. the level was not chaotic and if a level is simple, it is impossible to make it look difficult without introducing some new thing the player was not previously aware of. You need to have a level soon before this one which demonstrates how your level can be difficult (which as I said, is something ice puzzles naturally struggle with) and then still have at least one or two subsections of the multiplayer level which either replicate that difficulty or appear visually similar to it. alternatively, you could have one of the sections have an obvious linear solution and the rest be in some sense "auto levels" with work with the same solution.

I would recommend  Relica Park, it is one of the best demonstrations of how to create a high quality story paired with high quality puzzle gameplay. even doing like 1% of the things it accomplishes in terms of vib would be very beneficial to any persons game I think.

if you want to learn about ways you can mess with a player's mind, I recommend playing some of theconspiracy's works, my personal favorite is "Side Effect." there's also "... in the blue" which explores some of the limits of what's possible with puzzlescript triggers.