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I just started playing and Imma list my favorite levels as I play (Imma try to list at least three):

- Level 6: Wait there's actually puzzles you can make from this and this one introduces it nicely. I like how you did 2-4-4-2-4 instead of 1-2-2-1-2 for this one. I don't know if it's a conscious choice, but I think it's a good one.

- Level 11: Up until now all the previous levels were easy to figure out because they followed a "make sure the shooter one has just enough to hit that far one that only it can hit" strategy if you know what I mean. Level 11 just surprised me because wait there's more you can do because the chain mechanic exists now.

- Level 17: This one just had a super clever solution. It's the first one where you double-hit counters if you don't know the levels by the number. Not only was double-hit introduced, there was also another layer of specific ordering you had to do for this one, and that wasn't annoying because technically you have the information about these counters to know how to solve it. And the last click is satisfying

- Level 19: That's why the thumbnail has omegas in it. How hard is it to detect when an infinite loop like this happens? I don't understand why the counters go negative instead of just to zero.

- Level 31: I figured it out, this is the -1 one. This is a surprising amount of mechanics for a game jam, how long does it take to make each puzzle I'm curious?

- Level 32: This one also has a cool solution that took me a while

- Level 37: Not only did you give this "tutorial level" an extra layer of complexity with the switching counter little puzzle, but you also visualized that the green ones are shields nicely I think

- Level 40: I'm amazed that your system allows for not including the move number in the corner. Did you hardcode this? Actually given that green square shooters exist there's probably gonna be levels that are hare even with infinite moves.

- Level 42: This one was confusing but it forced me to actually use the all the gimmicks except for the switchy one (thankfully) so this one's cool

- Level 43: This one's so simple on paper and it's so cool that it can be built with your counter system

I have no ide how to do 48-50 pls tell me I tried for so long (not that long really)

- Level 53: Another cool math puzzle with a hard to find solution.

- Level 55: Last (real) level, I got [-15.00000 + ε + 2ε^2 - ε^4 ] but not zero. I thought I would complete all of them but I skipped all the omega and epsilon ones my bad

Okay thx for the experience, really fun game, I hope you find this comment more useful than compliments.

(1 edit) (+1)

Thanks for the review! Just some replies and thoughts here.

- Level 6: Not so much reason here but I was keeping the numbers around 3. It's nice that you have to be exact, with 1 and 2 you could just click each once and not realise the puzzle, but with 2 and 4 you could click it down to one and it's already late.

- Level 19: This level was not intended to introduce infinite loop, but it acts as a nice teaser now. The game saves all the projectiles' location every hit and call it a loop if all projectiles are at the same exact position as some frame before. It's not perfect (for example if multiple loops happen together at different rates) but it works for these simple levels.

- Level 31: I made all the mechanics before spending about 6 hours making all these levels. The counter types were easy to add but hard to decide how exactly they should behave, because I don't want to add every combinations of every possible behaviours.  I was thinking this game was not interesting and special enough to make until I came up with the omega idea.

- Level 37: Although the green ones can't be hit. So there would be no puzzle if you don't swap the counters. It was hard for me to tutorialize the green counter and projectile, but I think I nailed it.

- Level 40: I simply set the move counter to the floating-point Infinity and not display the "Infinity" text. It currently shows "Unlimited" in the level editor. In fact the first level also don't have the move count (now that you realised there is a move counter in the first place). I can't imagine levels with infinite moves though.

Level 48-50 are impossible, sorry. It was supposed to be negative omega since you subtract infinite times. I was fixing the epsilon in the last hour, and somehow messed up the omega logic and didn't notice it. (Now I think about it, should I decide to not include the epsilons and saved time for more polished omega levels and a few grand final levels?)

- Level 53: There are actually multiple solutions so I don't know if I know the one you're refering to.

- Level 54 is the actual level to introduce epsilon, and it have only an unintented solution for now (broken too).

- Level 55: Just make the desired numbers and use the green counters above to cancel them out.

By the way level 55-58 are all beatable.