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Thank you so much for playing! The flowing water mechanic was a semi late inclusion and I was I play tested it more. I agree with those levels were less planning and more trial and error. Any suggestions to make it less trail and error. I do want some of my levels to have a sense of exploration but I don’t want players to slam their head against the wall as they try and find the solution. Currently working to add a few more mechanics and levels before I call it. I’m glad you enjoyed Level 11. :>

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My thinking is that having more options of where you can move on each turn creates more possibilities and forces you to consider moves more. But yeah I've not designed puzzles, I'm more of a puzzle player :-)

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I see thank you for your input :>