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Very cute use of the theme (it's always good to see the countdown used as a mechanic and not simply a time limit). I like the playfulness of the puzzles: some countdowns are helpful, others not, and some can be reused throughout the puzzles.

One feedback I would give is that it's a bit presumptive (condescending even?) to show the hint for the level on screen at all times. I want to figure it out myself first. Props for coming up with a hint on each puzzle, but let me ask for it.

Also it would be good if the puzzles were "tighter". Many of them can be solved by swapping haphazardly and not having to come up with a solid solution. In particular, most puzzles have redundant counters that you don't need to use at all (which means you can take your pick of any counters) - it would feel neater if every counter was either needed, or was an obstacle to be avoided (i.e. it should be the case that removing any counter from a puzzle would make it impossible, or make it trivial).

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Thank you for your comprehensive feedback.

The hint is meant to be kinda like those video game loading screen tips? It's not supposed to be super useful, but ig guide the player through the gameplay. Good to keep note of that though.

- and yes, I try to design levels where one counter has multiple uses and I wanted a sort of thing where some counters can only be swapped with another group of counters and another counter can be swapped with a different group by encorporating counters of different colors to try to make the game more challenging. Didn't have enough time in the end and ultimately wasn't able to balance a lot of the levels and make them exactly to how I envisioned it.

Your comments are very helpful and meaningful. Thankyou for taking your time to play my game and leave feedback! I hope that, overlooking these areas to improve upon, you still enjoyed the game overall and had a fun time completing the puzzle :)

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Absolutely! It was very solid, I just want to give constructive feedback when I see it could be helpful.