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(+1)

The main drawback of the game for me was the overload of visual information on every level. It makes too much noise when reading them. This comes from the amount of interactuable special objects (they are too many for a begginer level), the lack of visual hierarchy on the layouts, and (maybe its just me) but the floating symbols and color pallet felt too noisy. All of this not only makes finding the solution more conversome that it needs to be but also makes it difficult to understand the point of the solution even when its already done (because most of the time i just stumbled to it by mistake or by trying random things). 

For me the best puzzles do the most with the least amount of things and seeing you relying too much on switches, doors and pulleys not only destroys the clarity of the puzzles but also feels like a wasted opportunity for exploring the full properties of the magnet. I would encourage you to try to choose only one interactuable object (switches and doors also count as one) and come up with as many different scenarios with literally only the magnet and that thing. If you feel like that is not possible or not that interesting, maybe that means that the magnet (at least at its current state) is not that compelling as a mechanic. But don't panic about what I just said, it has potential; the challenge is making puzzles that show with clarity why the magnet is compelling.

My impression from just looking at the screenshots!