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Well let me just reiterate that for the most part it was pretty well done - especially for a first game!

I might be a bit out-of-date on game references as I caught a couple more obvious ones, but didn't really notice that many. So maybe level 40 would make more sense as a reference, but I stand by my claim (which it sounds like you agree with) that's it does rather break the flow.

As for the moving blocks themselves, I understand wanting to keep the game interesting, and there's nothing inherently wrong with moving blocks and timing puzzles. I think what makes it "feel bad" (to me at least) is that it's a fairly sudden change to the game. Up until that point it's all up to the player to figure out the patterns to move in to solve the puzzle, and then suddenly there's timing puzzles and the game is setting the pace (which then level 40 takes to an extreme). Don't know if introducing the moving blocks sooner so the player doesn't get into a particular mindset would help, or if it's just the way it is. But that's just my armchair analysis of why the moving blocks bugged me (although I'm certain a lot of my irritation with them was retroactive from L40 😆)

But keep up the good work!

Well, I thank you for giving the game a chance and also thank you for giving me your opinion, I'll keep all this in mind if someday I make more levels or for new games in general. 

I'm sorry for your bad experience in level 40 and I hope that at least you enjoyed the other levels.

I have to agree. This is the sort of game that shouldn't be a timing puzzle, and adding that element just makes it less enjoyable. The static puzzles are already very well designed.