Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

acotis

3
Posts
3
Followers
A member registered Feb 25, 2025 · View creator page →

Creator of

Recent community posts

Nice, this is a great game! All the puzzles had just the right level of difficulty. I felt challenged at every level but was able to figure all of them out with some critical thought. I like that the puzzles help to teach you how the color-spreading mechanic works.

I think it would be nice if there was a way to see which levels you've completed already. I found it confusing to go to the level select screen and not know where I left off.

I also found it a little hard to tell exactly how much color was in each block. The graphs were nice, but I wonder if numbers would be even better. Maybe a number above each bar of the bar chart indicating how much of that color is in the block would make it easiest?

I didn't realize until the last level that white blocks are allowed to have an excess of some colors, as long as they have enough of each color. I wonder if that's intentional or a bug?

Anyway, this puzzle mechanic is pleasingly simple, but it leads to perfectly complex puzzles. Great puzzle game!

Thank you, glad you liked it! :)

Cool, I like this game! I beat it in half an hour. I think the difficulty level of all the levels is really good, except for the last one, which I found frustratingly hard, though I did eventually solve it. All of the other puzzles felt impossible at first until I played around and had the satisfying "aha!" moment, which was nice. I could imagine making them a tad easier, but I don't have a strong sense of whether that would be better or not. I do like that the game taught me its mechanics in puzzles instead of in text.

Speaking of text, I found the screen explaining the controls a bit cluttered and hard to read. I think there could be more margin in between each pairing of a keyboard icon with the text explaining what it does, so that it's visually clear what's grouped with what. But I also thought that presenting all the controls on one screen right at the start of the game just felt a little overwhelming — I remember thinking "Push/pull? What does that even mean?" It might work better to introduce each set of controls only as it's needed. Maybe they could be part of the background of the levels where they kick in. Then the player would have the chance to learn them one at a time.

I think the physics engine is just a little bit funky-feeling, but fine for the genre of game. There weren't any moments where I felt like I got away with something because of a glitch in the physics engine. I did feel, in the last level, that I was surprised that I couldn't drag my corpses out of the spike pit to get them onto the red button. That felt a little unfair, and I wondered if maybe it was the physics of the game just being finicky and I was supposed to be able to do it. I wonder if there's a way to communicate that that's not the intended solution to that puzzle. Maybe the spike pit could be deeper.