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(1 edit)

Seeing as I'm probably the only person who played this game on a square monitor instead of widescreen like the game was designed for, I'll take it upon myself to tell you that the game is pretty bad in some places when you can't see the leftmost or rightmost parts of a level. Specifically level 2, the same as the fourth screenshot. I couldn't see the switch on the right or the screw on the left. I beat every level in the game before level 2, just cause I couldn't see what I was doing. The loading screen was rendered useless because I could see above and below it, so I could see the levels load in. My suggestion: make it so the view scales down so it is always within the width of the player's monitor (that would mean putting the black bars above and below the frame when it's fit to the monitor. I think you get what I mean.) That's how I solved the issue in my game. Or else give a semi-freecam mode, but I find that a bit overengineered for the problem.


On a positive note: I love everything you've done with this game, it feels so polished that it's fun even when I don't get the aha moment and just brute force things. The art is great, the character feels perfect, and the puzzles felt like puzzles I'd never played before. You have made a very quality game.


Oh and by the way, if you're getting a lot of feedback about the last level it's probably because those people, like me, didn't notice the block would be stopped by the switch. I happened upon it by accident, so making what is and isn't possible more obvious (in cases where most working memory is already taken, like in the last level) is probably the best way to go. Essentially, we stop taking in new minor details when our working memory is already full, so as not to fill it further. So clarity is key.