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(2 edits) (+1)

Dammmn, This IS cool!!

The puzzles are super cool, I love how you never really explain anything but everything is easy enough to understand how itll work

The only place i was TOO confused was when we got the powerup, i dont remmeber the room level but when u can start to stack the teleports.. 

I was confused to see a new green circle and all but i realized what the upgrade was pretty soon haha

The only real issue i faced was that the teleport stacking mechanic was easy enough to grasp, but as the no. of items increase and you also gotta keep in mind how you aswell move along to make sure the item is teleported in the right spot, especially in room 19.. It got wayyy too confusing for me where i kinda knew what i was doing, but Id just try and hope it worked :P

Like i got the emchanic but dry running its process in my mind was too much for me so i kept changing the process everytime trying to get through xD
I dont know if other people got this same issue but i feel like this was just a problem cuz of how i am lol

The funny thing is i did maange to beat the game even with this lool

But i genuinely feel the levels are paced quite well!
Like the mechanics start simple, you grasp as to what is  going on and then they start to actually get tricky!

And i absolutely LOVE how you managed to do this without any text walls and just let the player explore and learn how th emechanics work themseleves

Like at the start i was pretty confused as to what was going on but  the first few levels kept it simple and when they started to actually put in puzzles, i too started to get a grasp of how everything worked and how im supposed to play

The only things i kinda hated (mostly at the start - mid) was the way dragging was implemented
- Im not a fan of needing to look at the item to even start dragging it..
Id prefer if I could just pick it if i was close to it instead of also needing to look at it and also a small sound cue to communicate when i DO pick/drop it would also be good imo
- Also, do we really NEED the pushing ability? like if i need to move smthing I think just being able to drag it around is enough, right?
Most of the time i just ended up pushing the stuff while trying to walk around it
- Also a small nitpick, there were several instances where my camera would get stuck in a long vertical hallway and the player chaaracter would be offscreen
It was easy enough to fix just by moving around a bit but still it oculd be improved

Overall i feel the game is really polished and the level desgin and pacing is pretty close to perfection!

(+1)

Thanks for playing. I'm glad you had so much fun.

Regarding issues you mentioned:

  • I've heard another person mention that the game state is hard to keep and predict in mind,  I'm aware, but not sure how to fix that
  • On dragging, I've heard similar feedback, so that's already on my todo list
  • Pushing is technically the main way to move things, and dragging is actually a secondary one, that is there to ensure you can't soft-lock yourself
  • And I'm still working on the camera, it is a bit finicky and buggy, so a fix to that will also come in a later update 

ooh im surprised that pushing is the primary method lol

i thought that pushing was some sort of later addition maybe to fix something.. but imo dragging felt way better as i didnt need to worry about which direction i push from and can just pick and move where i need to be. this is especially useful due to the countdown.

Well that's just the order in which these features were added to the game. However I do agree with you that currently dragging does feel better, especially if current puzzle has a tight timing. TBH I do try to avoid that, and ensure player has plenty of time to execute their move, but alas not everywhere