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(+1)

Nice core mechanic and the secondary mechanics feel like strong expansions of it.

Not a fan of the puzzles though. Most of them are barely challenging. It feels less like solving them and more like stumbling through them, more busy work than anything. 

The one exception if the last level, but that felt more like a case of just being deliberately overwhelming which results in a more trail and error approach than something I can step back and think about. A big part of that is keeping track of what switch does what, in something like portal this is clearly indicated without ambiguity. So again the stumbling technique resurfaces.

I think a big part of this is that elements are often used once blatantly and then not again, it feels like following a very linear path which always gives away the solution to the puzzle. 

I agree that the puzzle design is linear and that the game overall should not be too challenging. The feedback about switches making the game feel like it requires more trial and error is helpful!

I'm personally a big fan of hard puzzle games like Stephen's Sausage Roll, Jelly no Puzzle, Snakebird, etc. but feel that they're not very accessible to most players and that many people end up giving up just a handful of levels in. In an expanded version I would likely keep the same degree linearity and challenge in the required levels and design sushi's that either require more advanced techniques or require more tricky logical reasoning.

Thank you for your feedback!

(+1)

I think the problem IMO is that there needs to be some kind of issue or dilemma the player faces, even if it's incredibly easy, in order for it to really be a puzzle. There were certainly moments where I wasn't sure what I was doing, but usually by the time I'd got my bearings it was already over. Again, I think if button/door relation was clearly conveyed then I'd at least be able to think things through. I'm sure even an easy puzzle would feel better if I feel like my choices solved it rather than hitting buttons until it solves itself.