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(1 edit) (+1)

Mostly the latter; I felt that the puzzles overall weren't too interesting. And in this case, that might have more to do with how I experienced the game than with the puzzle design itself. Since the puzzles are easy to brute force, it's very possible that players will play through the game without thinking very much. It's a shame, because there's some pretty cool ideas showcased that one can only understand by actively solving the puzzles. Levels 10 and 11 are both well designed, for example, yet I still only really understood half of the logic. They both present a core problem very clearly (ie. ghost has no time to K.O. boxer on the right side of the hole), which imo is a sign of good design, but I stumbled into the solution too easily to really appreciate how it all works.

Perhaps the problem is that the mechanics cap the puzzles at a level of quality that I think you've already achieved. They don't allow for a huge amount of logical potential, and they don't allow for specific enough solutions that would force the player to truly think about the puzzles. I don't really see how one could shift more of the players focus onto the logical process without editing the mechanics in some way.

Edit: just saw the post about this as a fighting game, if it's not really meant to be a puzzle game then disregard my comments

It's definitely intended to be a puzzle game, but I think the fighting game comments had some similar issues that you did that made it come off more like a fighting game. Either way, this is some very insightful feedback, thank you so much!