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(1 edit)

I played through most of this over the past 3 hours... I found it interesting but very difficult.

A few obvious bits of feedback are that more sounds would be nice, as well as an optional what-key-is-pressed feedback on the screen (the control scheme is non-trivial and I think it's hard to communicate the controls for a Lets Play without viewers seeing the keys being pressed).  It would be very helpful if the orange blocks and the water tiles had a little bit of 'gridline' to them like the grass does - I miscounted the sizes of these elements at least once.  It'd also be nice if the orange blocks and grippy logs had a 'transparency' option (like tar transparency in DRoD for example) as it's hard to keep track of the 'islands' in the water when pushing pieces atop it.

I never quite understood the trunk physics; more puzzles to tutorialize it would have helped, I think.  Even the walking mechanics are tough, I think I would have been lost right at the start if I hadn't already watched a few minutes of your YouTube dev commentary to 'discover' the game, and already seen the two-long elephant's awkward movement among the dense trees.

It's a shame that the cleverly set up 'walking paths' require so many moves, as when you do something wrong, it can take many undos... perhaps more checkpoints would help (especially if the checkpoint tiles were visually apparent and players could choose to stand on them or walk past them), or if there were a 'checkpoint stack' the user could manually use with a key, maybe (a la Fish Fillets).  I sometimes reset but I often undo'd like 100 moves in a row.

Despite these criticisms, I think all these mechanics admit some very interesting puzzles, some of which were realized here.

I did record most of my journey, and I'll post a video link when it's ready, as I think my commentary and troubles may provide useful feedback.  EDIT - Link: 

Thanks for the feedback and playthrough video! It's always fun to see the moment the trunk mechanic is introduced.

Yeah, some of your problems with the game are definitely legitimate and I certainly would improve those things if I returned to it. My only excuse is that it was made for a game jam, and just implementing the trunk mechanic took up more than half of the time, haha.

I think the big undo stacks are just the nature of the PuzzleScript medium, like the turning of the pages of a book. Once you've played enough PS games to be "native" they will feel natural. In their simplicity they afford some convenience for the player: hold the button to rapidly unwind the stack; reset from an interesting position to explore some alternative, then unwind through the reset to return to that state; even do so multiple times to maintain a stack of interesting alternative states. Rather like dog-earring pages in a book.