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1. just kind of unfortunate since I was just using the simplest code possible for the controls since it's a game jam

5. I guess it was excessive, I can't really relate to people getting motion sickness from games and it was only a 1degree rotation for a brief moment. Wanted some visual flair of some sort but will try something else next time.

6. This is shown by the number having a large line through it diagonally

7. I saw a good amount of other games with this mechanic but they often implemented it poorly, such as dice not rolling if there is a die to the right (it should scan line to see if the space will be open after things in front of it move) or there just not being an undo button 

8. I agree

9. Mostly just to try and catch attention, when coming up with the name I was looking for rhymes, saw "mind eye" and changed it to mindDie

There were definitely some really poorly designed levels mixed in since it was a game jam and levels were hard to create / iterate. I need to find a way to have simple level editing in the future even when tiles have many complex properties.  The anniversary level and the last level are probably two of the best designed ones, it might seem like you can get softlocked but I don't think it's actually possible to even without undoing. (Another couple I thought were good were friends and separate)

I'll check out your game sometime soon. I hope to fix up the code in my game significantly and open source it in the near future. I used some pretty terrible hacky code to get everything working with the undo and it would be nice to have a good example of how to do it around (well, good by my standards, I'm sure there are plenty others that could write it better than me)

Thanks for the detailed review

(Checking back some answers I missed, I was so busy testing!)

Thanks for answering. :)

6. This is shown by the number having a large line through it diagonally

Oops, sorry I missed it! :s Tried playing (too) fast…

7. I saw a good amount of other games with this mechanic but they often implemented it poorly, such as dice not rolling if there is a die to the right (it should scan line to see if the space will be open after things in front of it move) or there just not being an undo button
Ah, for my previous game, I did program such a ‘prediction’ feature (although it was in relation to the player’s past self), and thinking about possible future extensions for the game, I realized that if you have objects moving in various directions at the same time, you can get very complicated situations, especially circularity! (A moves towards B which moves towards C which moves towards A, in a non-colliding fashion.)
Gives you food for thought if you want to add other independent moving objects. :)

There were definitely some really poorly designed levels mixed in

My recollection of your levels is only partial (since precision is key!), but I did not get this feeling. Maybe this escaped me because I had only a limited almost one-shot try at each! ;)

I need to find a way to have simple level editing in the future even when tiles have many complex properties.

How about Tiled? It lets you design tiled-based puzzles really fast and does include layers (I think you can set properties without using layers, but you may want to double-check this…). There are a lot of readers/converters available for various frameworks and engines (I see you used Unity, which is included amongst them).

(from the other comment)
also here are my favorite puzzle games from the probably 50 or so I have played

I don’t know if you’ve seen it, but This Is Jon feels very different from the others in its main mechanic (you play some kind of elongating snake/chain block). The game jam version is unfinished, but the final one has been released and I found it clearer (and rather hard from what I have seen!).

And Face Value (which you have seen) had nifty level design, but… they had four level designers. XD Life is (sometimes) unfair!