Level 8 is very open and fairly long making it a very difficult level. Level 11 and 14 are very well designed smaller puzzles that teach you what you did wrong, by making your mistakes more obvious (shorter levels with clear ways to win). And there was at least one level I completed with an extra move. If the levels are all going to be restricted to the minimum number of moves needed to be completed I suggest either making smaller puzzles (easier to test all possibilities by hand) or creating a tool that will run every logical possible combination of moves to get the actual lowest move count (I know depending on your game engine this can be difficult, but it will prove useful in testing and creating levels).
Fantastic game! The levels weren't necessarily in order of difficult. And providing a slo-mo mode or ability (even if it could only be sustained for short periods of time) would have made this more of a zen puzzle... As it is still very even if my fingers were pressed against the keys a bit hard. :P
The speed up power up makes the character seem more powerful but the player feels less powerful in the technical ways that he must be used. A slower fall that gave the same distance to your jumps with only a slight speed increase would give a better feeling of making the player powerful if the title is leaning toward the feeling you wanted to give the player.
The friction between your head and ceilings is far too high. And I understand why a grid is helpful as a level designer... but constantly requiring corner jumps makes the game rather obnoxious.
A menu showing control configurations would be nice... also more visual feedback for those playing without sound might be nice... at the start of the game I didn't know why it was taking so long to let me play... I assume the sound would have helped. But without it I couldn't tell what was going on. Some sort of inventory (though it serves little purpose) would make it feel much more clear. There was a time I thought I had water and didn't... and had to walk several screens away to get water and then go right back. Later I found out I could have had a magic bottle, but still.
I feel like there isn't enough feedback or explanation as to why some collisions mean you loose, but others are just fine and the level keeps going.... there is a pattern to it... but it still doesn't feel like a polished mechanic.
Feels like there was an interesting idea... then feature bloat in as the monster that it is and destroyed the game. Also feels like the levels are just a compilation of random mechanics instead of some kind of progression of thought.
Really wish you could edit your own comments... as I was saying:
I feel like part of the reason it is hard to master is because the controls tend to be non-responsive... hitting a "quick key" as they are labeled will move instantly for the first key press but strumming or trying flick quickly between two keys will often result in unregistered key presses.
I feel like part of the reason it is hard to master
And previously when I said "The R key moving the orange square instead of restarting the level is rather intuitive...." I meant *unintuitive, but it got autocorrected because that isn't a "real" word.
Hi, quick keys are color based - Y for yellow, R for red.
I don't see how its confusing. You've 3 options either you can click on square to move (but players would've said that its time consuming), so I added quick keys - "1" or 'Y' to move yellow and so on. You can select any option to move square that makes you comfortable.
Brawl match making is terrible... I've got levels 2 and 3 cards they've got 4 and 5 level cards and they give them 4 to 5 more starting hit points on their base... unless the other player is an imbecile there is no way to beat that.
Thank you very much for your feedback! It will be very helpful for the next release :)