The puzzles were great, the interface was irritating though, and it takes away from the experience. Suffers from the same problems as the first one, and also there's no visual cue as to which portal connects to which. I do hope you keep making puzzle games; if this one is any indication, you have a knack for satisfyingly challenging puzzles. However, please pay more attention to the control scheme and visual information to the player.
HINT for players who are banging their head on the wall because they don't see anything they can interact with on some levels: There are 4 levels with invisible elements in this game. These are 12, 16, 18 and 23. To see the interactive elements in these levels, you have to screenshot the game and reverse the colours. Every time you click on these elements you can't see, something changes, so you have to either plan ahead or screenshot and reverse colours after every move.
HOLY CRAP power of posting... you have to copy-paste a screenshot into a picture-processing programme and reverse the colours to see the movable entities. How on earth is anyone supposed to think to do that? Thank the heavens I have played Abstractica!
Can someone give me a hint for 12? I don't understand the in-game hints. They mention something about fish, but there are no fish on the screen and there are random clickable spots on the blue background that change every time I click and that I have to pixel-hunt for. Just a small hint please? :(
Ok this is a very nice puzzler. Certainly not "unethically difficult", as it remains fair to the player from beginning to end. The description made me think of games like The Impossible Quiz or I Wanna Be The Guy, when Connect isn't like that at all. Needs some "quality of life" improvements, such as an undo-last-move function, an option to tweak the colours so they look sufficiently different (I had a problem differentiating between blue and purple, I can't even imagine how it is for people with abnormal colour perception), a way to choose the colours directly rather than cycling between them (mouse or hotkeys) and making the chosen colour stand out on the grid. Despite these annoyances, I had a lot of fun playing Connect. Interesting concept, great puzzles, overall very enjoyable. I'd say 4.5/5, but since that's not possible, have 5 stars from me. :)
For the love of God and all that's holy, please make the chosen colour light up on the grid, not just on top of the screen. Or at least add hotkeys for the colours. I keep messing up because when playing fast I often choose the wrong colour without realising it.
So some people don't realise that they can pause and then click the rightmost button to go frame by frame (even though Z explained it in the training) and think the game needs precisely timed clicks. Not judging them for being careless, but apparently they actually downvote because of this. SMH
Just for fun, I wanted to see how many keys I can have left at the end on normal. It's 36 (37 if you abuse the glitch on level 6). And I reckon you can have about 30 potions left :P
The masochist in me wants an impossible badge for finishing hardcore without warping to checkpoints (I haven't done it, but others say they have so it must be possible). Maybe make a version with all checkpoints removed? (Just fix the glitch on level 6.)
Tip for hardcore: For the last 15 floors don't worry about the skulls, just get to f45. Meaning level up enough and get enough potions to kill those ghosts directly in your way on f43 and f44. There are 7 of them (5 on 43, 2 on 44) - these are the only ghosts you should kill. Light the torch on f45. Don't worry about the pickaxe. Warp to a checkpoint. If you lit every torch so far, go to f22 (you need a silver key if you haven't unlocked the door) and get the magic sword, then grind until you max your level. If you forgot some torches, light them at your leisure - the only mob that can hurt you now is the vampire on f39 on your way to the torch on f42 (so it's better to do the torch on f42 on your way up to f45 - you need to kill one priest). When maxed, go get the skull(s) you're missing, go to f46, get the pickaxe (you need a silver key) and do the rest. Flame does 5.5 hearts' worth of damage, so manage hearts and potions accordingly.
General tip: The game only saves when you move floors, so if you do something stupid and realise it before moving floors, as long as you don't mind being warped to a checkpoint, just close the game and come back to undo. Tip for the magic sword: There are 4 unlit torches in each 15-level section. Specifically, light the torches on floors 3, 7, 13, 14, 17, 21, 27, 29, 35, 38, 42 and 45. Then you can get the sword.
Loved it, 5/5. Suggestions: When you get the good ending, you should be rewarded with a map of all areas (without the secrets). This would be both an incentive to get the good ending and an aid for hardcore mode (so we can focus on the puzzle element and not on memorisation). Also, on the final screen for hardcore, the text hides the picture, maybe change the arrangement a little so we can see the background? Finally, this game sort of feels like it should have music :)
I got the good ending and the hardcore ending, but not the bad ending (not because I'm a genius or anything, it's just that I would restart whenever I was about to be killed :P). I see some people complain that they have just reached the good ending and can't be bothered to get the bad. I notice that the magic sword doesn't kill the flame, so maybe you can try going back to the flame and getting killed and then going to the exit again? I haven't tried it myself yet, but it might work.