Really enjoyed this game. The progression feels rewarding (the only problem with it is the slightly tedious crafting lategame, and it's pretty difficult to tell what items are what in the inventory (why are they all the same colour?)). I really wish I could see the videos so I could have some "lore", but it was still really fun without it.
Another thing I like about this game: the puzzle rotates if you hit a mine and restart. That's a feature that will probably be really annoying for some players, but it's helpful for people who like logic games, since if it was always in the same orientation, you would be able to use memory instead of logic to fill spots back in. It's a nice little feature that punishes guessing and helps out people who actually like redoing puzzles.
Nice puzzle game! I can tell a lot of thought went into the puzzle design and mechanics. This game suffers a bit from poor UI decisions, but blessedly the game lets you manually change its options to, honestly, what *should*
be the default (auto-save, right click to flag). Also, it gets pretty tricky and makes me think in unique ways later on with the introduction of the "lonely hearts", so good job there!
Should have a fail-safe to still pass the level if one square is off-colour (or auto-correct its colour if it's obvious the puzzle was completed correctly). I failed two different levels because a square wiggled out of the way and didn't turn into the right colour. In a non-action puzzle game, players should never lose because the physics engine messed up.
Other than that, this is a very charming and relaxing little game.
Could use some more intuitive game design. Eg. lava should be marked as deadly (ie. sign with a skull on it) when you first encounter it. Because spikes (usually insta-kill) only deal one dmg, the player is set up to expect nothing will insta-kill them. Also, there should be some sort of clear marker for when you're able to kill the block enemies, because that just kind of... is a weird surprise?
It would be nice to see a preview of the puzzles. I like doing the biggest Squares puzzles, but a lot of the user-created "pay" puzzles are mostly huge walls of 9's that are just easy and tedious. It would be nice if it was possible to sort the actually difficult puzzles from the boring yawn-fests, since I AM technically "paying" for them.
We're looking into ways of improving puzzle quality without having "spoilers". We'll probably add a rating/favourite system and possibly tweak the algorithm to reject puzzles with too low of a difficulty rating. These are however fairly big changes and will take a while to get implemented.
i saw a game with gender/sexuality options!!! i saw myself rating it 5 stars before i even played (though i would have rated it 5 stars after playing, too).
After a certain point, the enemies don't change appearance, but get progressively stronger and have much higher HP. It seems like a lazy and poor design decision, since the player can't accurately judge their strength and has to be tediously cautious in the later levels... and I'm not just saying that because almost every time I play, I've gotten within spitting distance of floor 15 just to get totally wasted by two unpredictably strong blue knights that I couldn't even see.
Have you ever played a game where it starts out pretty easy but you just know, somewhere deep in your heart, that eventually you're going to be fighting the urge to whip your laptop/keyboard across the room, but you keep playing the whole way through because it's really fun?
This game is super glitchy and poorly thought out. It's a good idea, and the art is super cute, but there are just so many things wrong with it. The challenger's monsters stay exactly the same throughout the game, the only stat that really seems to do anything remarkable is power, and the magic monster doesn't learn ANY spells except heal (which is barely worth it), making the magic stat useless. Also, the battle screen glitches A LOT and forces you to restart the game. I just beat the gold cup, and now no other championships are showing up, and if anyone challenges me to a fight, all of their monster's stats are 0 and the battle screen glitches.
You know, when I'm playing a Mario-like game and it comes up to an avoid-the-squish part, I always hate it.
But when the entire game is just avoid-the-squishies, it's kind of addictive. A little nerve-wracking, but very fun. Nice work.
Also, I absolutely love how he strikes little poses every time.
We're looking into ways of improving puzzle quality without having "spoilers". We'll probably add a rating/favourite system and possibly tweak the algorithm to reject puzzles with too low of a difficulty rating. These are however fairly big changes and will take a while to get implemented.