Thanks!
patrickgh3
Creator of
Recent community posts
Thanks! :) Yeah definitely possibilities for a different theming. Good ideas about difficulty modes and preventing similar puzzles in a row.
Personally I kind of like not destroying the players' creation on every new level, to make it feel more like a sandbox! But yeah I take your point that starting from scratch each time may be a better framing.
I like deducing where the shapes must go! (Though in a lot of cases, I had to guess; I wonder how it would be if you never had to guess and could always deduce things. Maybe if the game gave you additional clues every time you got a guess correct, like Minesweeper.) It's also fun starting with a given square every time to start off with some momentum.
I like that you can leave and get an ending at different points! It makes me feel better about putting down the puzzle, and acknowledges that I at least made it pretty far. I also like how each ending has its own emotional impact.
Acknowledging the player leaving a puzzle, in a positive way, seems like something that could be added to lots of puzzle games!
I didn't solve what I think is the final puzzle, but I enjoyed getting to where I did, and making it out with a chip of the artifact!
Very neat dynamic sounds even when you only have 1 button of input! Fun to play around with the different modes. 6 might be my favorite. I had trouble with the cryptic navigation, and had to watch the video in the comments to progress a lot of the time, but I also imagine that's the intended experience.
This is cool! I like this combination of flexible movement mechanics and randomly generated levels. I have to figure my own way out! And it's often fiddly but I can make it work!
I'm curious, how did you choose which levels to put in the game? Were these the best ones, or are they sort of random?
Also, I'm curious why the level isn't actually randomly generated each time I play? Was it maybe too chaotic or unbeatable?





























