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(+1)

Thanks for checking out my game! I realized that the puzzles were going to be "spammy" about half way through making them (I'm still learning to make quality puzzles quickly, the ones in the game were mostly just my uninspired mashing of things together). The idea I had to fix it was to use a procedural level generator (at least for a base level that I could then dress up) that creates levels with only one solution (the difficulty could be estimated by how many possible bridges are not placed). In the end I opted for the safer mashing levels together since I wasn't sure I could make the level generator in time.

(+1)

Honestly it’s not that the puzzles weren’t high quality (they were!). At the beginning I was thoroughly enjoying the concept. 

It was just the more I played, the more I noticed how easy it was to cheat mindlessly. Maybe it’s a good thing, it allows players who don’t want to cheat to have the full experience and the people that do to rush through.

I’m glad you went with manual level design over a procedural generator. The pacing of the levels is perfect as it is, but if you’d used a generator it could have been a different experience for everyone, and in such a short development window for a jam, it’s quite possible that some of those experiences wouldn’t have been good.