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(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!