World 2-11 is bugged. After I switch off the red conveyors, some of the blue conveyors don't work, and I don't instantly get teleported when I'm conveyed into a teleport or exit.
Multiply By 3 is possible in 21 parts, by the way. I doubt it's possible to do it in under 19 parts though, but if anyone manages to do it in 19 or 20, I will be impressed.
H>ADAGC>DBAHA>D@AHABDBACDBDAAADBADAECBABADCBACAACBABABABDAAA@BCBAA@BBBABBBAAAFCBDAAABBDAADABDAAA?BCCABABC@ACABA@AA@BDAAA>BA?ACA
Level 15: That can't be too hard, just place down 50 +1s. Oh wait, the field's not large enough...
Level 18: That's easy, just keep subtracting 9 until you get to a negative number, then add 9 again. Hang on a moment, my machine isn't working?! Curse you, box labelled 29!
Cumulative Sum: That can't be too hard, just set up an addition loop at the beginning, and a subtraction loop at the end. Wait, why isn't it working?! Damn you, box labelled -7!
Divide By 2 in 22 parts. If you beat that, tell me! J>DAAH@>C>AGCBBBAC@BCBAAABDAAABBDAAADBDAAAEBD@ABDBA?ABDBC@AACBB@ACBBA@AAABB@AB@BDAAAABDAAD@BCAAFCBA?ACBBC?ADCBDAAA?BDAAA>BDAAA=BC>AEC
With regards to "focus", in levels 19 and 20, the player at least has a rough grasp of what the level designer intended for the solution, whereas for levels 10 and 17, the rough solution isn't apparent at all. Also, whatever happened to that level I sent you?
The fact that you can get stuck on a node and have to restart the game is annoying too; you should probably add an UNDO button, because making one misclick near the end of the puzzle is infuriating as hell to redo.
I remember this game's predecessor! You've certainly polished up the game's design and so on, so it at least looks like a good game. However, the levels still lack focus. A lot of the time, the levels are so large the player doesn't quite know where to begin. Level 10, for example, doesn't make it clear at all what the player's general plan will be. Level 11, however, hints at the solution being to avoid the river.
Ooh, getting exactly 42 moves on a level gives a nice flavourtext. Though if you want players to get gold solutions, you should probably consider adding an UNDO option, as one tiny mistake means one has to start the whole level over again.
Wow, the gold solution to level 10 was VERY sneaky.
Very good level design, and flavourtext when you die. I Greenlit this on Steam, because it's a good game.
Wow, it looks like I'm the first commenter to finish the game! I wouldn't describe any of the levels as extremely difficult, besides maybe "Health:0". It has a somewhat similar play style to Snakebird.
Currently on level 9. The first half of the level is fine, but the fact that you can die from the back of a bullet makes this section particularly annoying. http://i.imgur.com/UwdnfJZ.png
There may have been a few other points of frustration in the game.
Another important feature-to-be-added should be the ability to move while the camera is at any angle. This will require a bit of trickery with directions and so on.
EDIT: Ragequitting on level 14. I am NOT navigating a deathtrap of moving lasers requiring extremely precise timing in what is probably going to be marketed as a puzzle game.
Well, classification of this game as puzzle game was difficult choice. According to your advice some other levels need to be reworked (last 6 levels :D). Ability to move at any camera angle is quite tricky, we are working on this. Thank you for your comments, it helped us a lot.
I understand your point and I will take care of it for the next levels. Concerning yours, I do not use it yet. But as soon as I do, I will tell you.