don't forget that one year where someone interoperated "at most one additional color" as the rules restriction for the actual puzzle
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the existence of synergies makes the optimal strategy much less rng focused by allowing multiple options to hone their strategy. Also, increasing the base value of ores with a lesser increase in the amount of base ore scaling encourages multiplicative scaling in the early game, as opposed to additive scaling which would previously be best for the first few rounds.
also, I like the new ore synergy! and making wrench scale on tools makes it much more interesting, since it is no longer naturally synergetic with actions (typically most actions give energy and card draw). similar things can be said about waterfall.
I immediately experimented with the mechanic and found that gnetrgf gung ner'g ivfvoyr qba'g pbhag naq nernf haybnq vs lbh nea'g va gurz naq gurer nea'g obkrf ba gnetrgf va gurz. I found this out in the first level with a target in the special area and used it to my advantage beyond that point. not sure if I found out too early, it makes most of the early levels easy.
finally!
also, stop giving people hints, the fun will last longer if more thinking is required.
at most, only give hints about how to discover/notice various mechanics like "notice how you turn a different color when over the target" or "try pressing x when near a wall". ideally the gameplay itself should act as a hint (the game I found did the worse at this was that centipede game from the confounding calendar)

