An incredible amount of mechanical depth, even in just the first four or so levels. Thats all I got through.
I actually happened to stream your game. Other people were there and asked for me to play theirs. I can get you the VOD if you want to watch.
Few pieces of feedback
Not sure if this is a pro or con, but this game REALLY dumps you into the deep end. Every level is immediatley a new mechanic. Which made it a hard think, which is good. Especially that splitter level. Generally, progression feels nice to me personally when I get to master a mechanic with increasingly hard puzzles using only it. Then, the wrench of a new concept is thrown in.
This one is harder to really render conceptually. But you can already just sorta tell if a win is a win or not before even firing it. not the player, but you can. Itd be nice to get a better preview of firing before shipping it to see success. As especially for long reflection chains. Even bunny isnt fast enough.
Perhaps order can be determined with some UI. That way the preview can just sorta show each grid space a ball will enter with its order, so that I dont have to so granularly test, especially when just trying 1/3rd of a solution out to try and understand a piece.
Thats just me rambling though. I actually really loved each puzzle, and struggled my way through them, If you want the VOD, reply and Ill link it.
Great work :)
Viewing post in Photoelectric Effect jam comments
Thanks a lot for your playing and constructive comments. Good to know that you like the puzzle. I would like to see the VOD.
I plan to add more levels in the post-jam update. As debugging takes most of my time, I spent only a few hours on designing levels, so they are just for showcasing the mechanics.
Previewing what happens might be too difficult for a puzzlescript game. Experimentation is expected to understand how things work and interact. I can't even tell what the complete result will be before testing!
I see, didnt know it was puzzle script. Looks VERY different from the average puzzle script game.
That does make preview probably extremely tough. But I just kinda meant simulating it invisibly each change. The sim is very instant, so it wouldnt be hard (in most tools, not puzzle script) to instantly run a lil sim and display the positions each ball color hits.
But yes, the trial and error is the fun part. Especially with the splits. Seeing the splits feels nice
Here is the VOD. I got cut off because I had someone in chat requesting their game, so I just decided to come back. But I think, especially now knowing this is puzzlescript, that its a even cooler of an entry. Turning sokoban rules into a "light" sim of sorts. Very tuff
https://www.twitch.tv/videos/2808714995