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Nice little puzzle game. It's cute and pretty well designed too. I was a big fan of The Witness, which was pretty much a perfect puzzle game imo. In that, there was no "tutorial" levels. The whole game was basically a tutorial. I think that approach is a good idea here, too. There's no reason to have a special tutorial section, that just makes the player feel a bit defeated that all they did was complete the tutorial. If you hadn't labeled them in that way, a player who completed all the "tutorial" levels would be feeling pretty spiffy! And they'd probably keep going with the game.

As for making tutorials, it's too rushed! Every single level is about a minute or two of play with an entirely new concept. That adds up to an extremely high density of concepts. Overload. You can try smoothing things out a little bit. Players learn by experimenting and doing things, not by reading text. Make the puzzles just force the player to interact with the new concept to solve the puzzle. The act of figuring that out and solving the puzzle is really satisfying! Being told the rule, then just executing it, is much less fun.

I think a good goal, is to avoid text explanations entirely. The genius of the witness was that every puzzle you solved just advanced your understanding of the rules a little bit. Just an inch. But every subsequent puzzle relied on that knowledge, so before you knew it you were doing really complicated puzzles. And I think your ruleset has enough nuance to accomplish that same thing. Good job!

Thank you so much for the thorough comment! Those are very good points that hadn't occurred to me. I'll try to see if I can move away from the "formal" tutorial style to a more natural one.