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Conceptually, this game is great. The mechanics and puzzles on their own are interesting, and the tie-in to the theme is one of the most creative ones I've seen this jam. The game is also very nicely polished from a graphics and sound perspective, and they both compliment each other very nicely.

As a puzzle game, however, I do think there's a major flaw in the design: you are not told which set of buildings you'll be working with for the level. Instead it's up to you to guess, check, and remember their order and their specific quirks (i.e. placement requirements and affected squares). This doesn't really add anything meaningful to the puzzle design: it doesn't make the puzzles any more interesting or challenging. It only really adds more mental overhead.
It also stands perpendicular to the type of puzzles this game offers. Due to the forced order, they're inherently focused around working out a plan beforehand to set everything up. This currently isn't possible without running through the level blindly at least once.

The tutorialization of the mechanics themselves is great. The visualization in the top-right could be clearer: there's no obvious distrinction on the visualized grid between buildings that cover only the adjacent square versus buildings that cover a whole row or collumn. The difference between the gray and white tree/water symbol is also very subtle. Consider not displaying the icon at all when it doesn't restrict the movement instead.

I think overall, though, you've managed to make a very interesting, well-polished game given the time frame. Very well done!