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(2 edits)

The game starts off great in the first half and completely falls off in the second. It takes less than an hour to run through the first 9 stages. It takes dumb luck and saintly patience to get through the last two. Puzzle games don't work like this. Level-based puzzle games require a setup for each level -- some kind of difference in levels that places a limitation on your actions to give you a nudge towards the solution. The rail pieces are not enough to indicate that. Here you are not given setups -- only vague goals, and the player is given way way too much freedom  which means it's near impossible to narrow down your options by using your brain. This is 10% thinking and 90% blind experimentation when ideally it should be the opposite. Two ways I would approach this is placing obstacles that limit your placement field or starting off the stage with one or a few permanently placed sections of the rails.

It would be convenient if you could delete rail pieces by right-clicking them.

Controls are intuitive but fighting against the rails deciding their own rotation is not satisfying.

last 2 levels were kind of just "fuck it, super hard levels for the end of the demo". I'd like to do a modern-puzzle-game non-linear overworld so these types of levels are more like bonus optional levels

I have some ideas for some distinct mechanics so people have more to reason and think about