Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

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.