And made it through all the puzzles! Very lovely game, I am guessing it's also working as a kind of a showcase of all the capabilities of the tools you wrote?
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Some small things I really liked:
- Being able to go to secret levels via level select screen
- Seeing in which levels to look for secrets once I completed the main levels
Overall the mechanics are solid and the puzzles are great. Feedback about particular puzzles:
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01: Good introduction to the core mechanics. I'd be cool if there was a secret in the left half that required bringing all three rocks, maybe in the future when you add a metapuzzle
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02: Liked that the game explicitly teaches waiting. My only gripe would be that I think the two eastward pressure plates could've been swapped, so that they were closer to the doors that they affect.
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03: Good lynchpin.
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04: Good introduction of new mechanics.
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05: I found this level to be slightly too busy, and the usage of doors as walls as confusing. I enjoyed the puzzle here, it was the kind of puzzle I like (start doing things and everything falls into place).
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06: It was easier to me that the previous one, everytime time you realy have only one thing to do and each part is simple. It's not bad, but I'd swap this one with the previous one personally (but my reading of the difficulty can be off)
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07: Really pushes that "
throw rocks from a trapdoor"
mechanic and a very enjoyable one.
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08: I think for an introduction of new mechanics it's a bit too repetitive. I think about half of the running around would've been enough.
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09: I'd say it's a much better introduction of a new mechanics that #8, this was great and the way to reach the secret was brilliant.
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10: Not sure if this was the goal, but realizing you can toggle the
status tiles took me a long time. Perhaps #09 could be slightly modified such that at some point you have to walk over such tile? After that the rest was fairly simple.
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11: This was fun! Slightly annoying that getting to the secret requires redoing the whole puzzle.
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12: Liked it.
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13: This took me a while because it's possible to place some ice tiles at the top section and I got fixated on trying to toggle the ice block, douse one fire, destroy the ice wall, place an ice tile and get two rocks there. Ultimately the solution was not as complicated but it's a good and formidable last stage.
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S9: Tricky opening and liked how the left breakable block teases you to waste a rock by breaking it from the right.
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S11: I think that's the only puzzle I didn't really like, I quite quickly figured out what's the deal and just winged it. It uses a consequence of the mechanics but to me it's like a combination of two things DROD generally avoids: movement order puzzles and orb puzzles.
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S13: That was the first secret I discovered and the last puzzle I've done. I think it's my favorite of them all, everything falls into place as you go along but every step was a small, unique puzzle.
Random assortment of comments:
- You could make controls more discoverable by having a short splash screen at the start of the game, like some games have "
This game is best played on a controller"
you could have "
You can play this game on a keyboard or a controller"
with smaller "
Controls can be remapped in options"
below.
- I only just noticed there are settings and I really like that there's a checkerboard option.
And that would be it.