- I should have said this last week, but "Up" to jump sucks, PLUS it doesn't work on the thumbstick, just the D-Pad, which is surprisingly sloppy for you lot.
- Left Bumper to jump feels weird too. Why not "A"?
- Not convinced "pick-up/drop" and "throw" aren't the wrong way around
- Levels should flow into next levels
- Please put the PDFs of DevLogs on itch.io if possible!
- WTF are you talking about "only levels 12 and 13 are in playable state", there's a half a playable game here!
- Did I miss all this puzzle-y goodness last week because I was focused on the gyms?
- There's a lot of edges need sanded off and little things that could be tied up, but there's some real gems of puzzle design in here!
- Please put egos aside for a moment within the team and discuss who is making the puzzles that really hit and who isn't, and shuffle the workload. Learn from what's working and what isn't.
- Difficulty is the big issue right now. Figure out those parameters! What makes a puzzle easier or harder? Is there a way you can estimate difficulty without testing?
- Take the motifs and archetypes you've got and spin them out in sketches. Group the levels by challenge themes and then figure out your parameters with those
Levels 1-3
- This is clearly basic stuff, but it doesn't feel bad? Actually enjoyable towards the end of level 3
- Consider the use of the space - wide open top feels weird
- Spacing towards the end of level 3 feels a bit too much, could condense the end sections a little
Level 4
- If I didn't know better, I'd think I was playing a puzzle game
- Portal-style box reset needs tidied up - box shouldn't reset all the time while button is depressed, etc
Level 5
- These things need rethought
- This feels completely incongruous with previous level
- Moving platforms should be synced to prevent the player getting stuck/squashed
- Puzzle seems to rely on you standing on the ends of the platforms? Feels more like a glitch than a solution
- Couldn't make the final jump (mostly due to previous points)
Level 6
- Couldn't figure this out, but I liked it in principle
- Metrics need more love: box shouldn't be in such a tight space that it clips and sticks like that. Define minimal "tunnel" spaces so that they feel fun and smooth.
Level 7
- Nice use of open space at the start to lure me into the solution, but camerawork could be better there
- Poor use of camera at the end where you show a whole space to the right that isn't necessary
- Don't get cocky, but this was a good puzzle with a really satisfying "AHA" moment ...
Level 8
- This is also a good puzzle
- Very nicely done, showing the rolling boulder at the start to demonstrate the destruction of objects by falling hazards
- The inversion of the door ... lovely work.
- Metrics felt off though - definitely had the right solution but couldn't land the shot. Could be that I wasn't reading the geometry right, it seemed like I needed to be in a very precise spot,
Level 9
- This felt easier than 8, despite working on the same principles
- That platform is painfully slow to arrive
- The use of the clutched object as a shelter is a nice touch, but might need a stronger introduction.
- Boxes did not reset with the player death, leaving me stranded with the box on the other side of the hazard
Level 10
- Not sure what's going on here ... some nice ideas, but not polished to the same degree as previous levels
- Was able to throw the ball under the big white block and get stuck
Level 11
- That camera is both annoying and pointless, just move the button closer ...
- Oh. This isn't a level yet.
Level 12
- Keep aesthetics in line
- Consider your spacing - the platform takes a little too long to reach the right spot at times
- Pretty easy to figure out, might want to shuffle the order
Level 13
- Not sure if its deliberate that the last platform is timed with the others so I had to awkwardly jump on the box to reach it - it worked, but it's a bit shaky
- I really want to also play a level where the wall buttons that activate the lifts are press-and-hold and I have to keep going back and forth pressing different ones to get platforms to line up. Nice motif that deserves to be repeated.