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This game is awesome. I have just two pieces of advice for you. For the rest, I think this is very cleaver and a perfect match with the Game Jam:
- Once you picked a scale in order to move it, if you place it again on the same spot, it will count as a move. Have you considered insetead, to give the player the possibility to make up his mind by moving scales before making the actual move? 
- In the way the game is structured now, eve the path through you move the scales will make the difference, because will change the scales moved in the way. This dynamics differentiates the game to most of the titles of the genre and it should be better pointed out. It was not very clear to me at the beginning.
This is a great job, congratulations and thanks for sharing it :) 

Just out of curiosity, is there any feature you had to cut due to time or other contraints? I would love to have you contribution in my topic "The Features Cemetery" :)

Thanks for the feedback! 

- Yeah the original game this is based on doesn't count moving an orb to the same spot as a move (like picking up an orb and dropping it in the same location immediately without moving any other orbs). We were originally going to have that feature but we just didn't get to it. This could probably be one for your Feature Cemetery :)

- Was hoping the tutorial illustrated this but it seems like based on feedback we probably needed to emphasize this mechanic a bit more, so agree with you on this

One feature I believe we had thought of implementing was some kind of power-up system, which could change the orbs colors and help you string together bigger combos. (Again based on a feature in the original game). Another was having "damage orbs" that you would have to avoid matching as they would hurt you instead of contributing to your attack.