The point of the stars was to allow more turns. You complete in minimum, you get three stars, etc. You kept the turn limit and just added stars, that doesn't change anything.
Allowing a player to throw as much as thenywant gives them the opportunity to understand and play with the mechanic better and set a goal of getting all the stars if they get fewer than three on any level. "All Stars" could be a badge as well.
Game should have stars or similar - get it in X moves, 3 stars, X+5 2 stars, X+10, 1 star, unlim = 0 stars. This game doesn't have the character or playability of your previous ones. Wish you would expand on those ideas.
Well, some of the puzzles require restarting, which undo discourages. And since there's no timing in this game, and the solutions don't require a ton of consecutive inputs, I decided undo wasn't necessary. But undo would be a nice quality of life feature. No promises, but _maybe_ I could add it in???
Unstable was an incredible game, a lot of depth for something seemingly so simple. This is looking interesting so for, but just like the first, will take some time to get thru it. Looking forward to it.
Rooms where you're getting the square red block down thru them, the spot with the vertical block on the right.... If you move the vertical block and let the square one position itself from the return from travel to the left so it hits that notch in the wall, it does not register for the next step. You have to get over to the right of them both and jump up there. Square is in same position either way, but with first method the downward trigger through the next trap door doesn't work.
Hey, thanks for the feedback. There are stars for each level now