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Consistent style is nice, simple puzzles. Pacing on the levels is a bit off, the puzzle mechanics are introduced in an order I'd consider rocky, like the difficulty of the levels (simple as they are) doesn't increase linearly, instead there is a somewhat hard level (from the standpoint of not knowing the puzzle mechanics fully yet) then immediately one that is much more simple. The controls to pick up and drop things are a little finicky. The positioning requirements seem to be overzealous that makes it end up feeling tedious to fiddle to get on just the right tile to drop the item. Specially at first when you are trying to learn just what you have to do and you think you're doing something wrong, when in reality it's just the positioning not being perfect.

Code quality is good, nice and easy to read through. A little sparse on commenting here and there, and the hack on the CSV parsing where you're iota instantiating the different tile types is a bit awkward. Overall good use of the engine you chose.

(Edited 1 time)

Of all the tile input patterms I've used, I actually like this one the best (although images instead of csvs would be easier to write and make out), so I'm not sure I'd call it a hack. I had trouble with level ordering because I didn't have a good conception of level difficulty by the time the levels were done. But hey, that's what you get in three days from scratch.

I also wrote the engine I chose so I'd hope that I'd use it well : )

Yeah I hadn't noticed until after I commented you also wrote the engine. I saw it under a different github so that threw me off. Cool stuff man! For three days, it was nice and playable.