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(1 edit) (+1)

This is a great example of a simple-to-understand puzzle mechanic that has a lot of depth to it! It really makes you think about your movement rather than just what you’re pushing around/pressing like a lot of tile-based puzzlers. Also, excellent work using the theme to inspire a unique mechanic like this! Some of the puzzles were pretty tricky, but they always had some sort of clever solution that was a fun aha moment, and they never felt bogus or boring. Great progression through the game introducing mechanics too… I agree with others that it could use more levels (it reminds me of the original Portal in that way, which I do love, but the whole game feels like a tutorial) but that’s something for the future!

This is a small complaint, and just my opinion as a musician… but (and I know this is hard during a jam, but maybe post-jam) some music would really enhance the experience. The current royalty-free music is fine, but it gets a bit repetitive and doesn’t suit the meditative puzzling all that much. I truly believe everyone can make music with a little determination :)

I also think you could maybe do a better job of teaching some of the more complicated tiles - the itch page works for a jam, but it’s always nice to teach organically in the game itself. You do a decent job teaching them through level design, and I do like that you have to discover the nuances behind things like the picking up light sources (a super clever mechanic) yourself - although some of those details felt a little harder to grasp. For example, I’m not sure I ever got a full handle on how those two-sided tiles worked, or exactly how branching paths worked for those moveable sources. Just a nitpick, but I feel like after 10 levels I should’ve had a bit better grasp on some of the more complex mechanics!

Great work overall! Tile-based puzzlers are a dime-a-dozen in game jams, so it’s a breath of fresh air to play one that does something actually unique with the format.

(+1)

Thank you for the honest, in-depth review. I agree with everything your saying and think about 2 or 3 more 'filler' levels between each new tile type would give the player enough time to grasp each concept before moving on to a new mechanic, and learn how they interact with other tiles. I'm looking to continue developing this concept further, and will incorporate your feedback into the newer versions. Thanks again!