Might want to transparency the passable doorways. It wasn't a problem after the first room, but was a bit hard to tell the very first left wall wasn't solid.
Badge hunters, second path from the top is easiest to get through. Prioritize 3/4 fire gear asap to gradually build offense from the easy parts, 2/4 wind if you can. My skills were arrow rain, berserk, whirlwind. Topmost path pretty much requires berserk and full wind to survive and will leave you gimped for the end, but you can do it once for the passives.
Agreeing that defensive build, counterattack, and bleeds are way, WAY stronger than anything else in the game. Straight attack buffing just doesn't build up quickly enough, but countering a single big damage turn will do more than several turns of dedicated attack buffing.
There's basically no way to discern between melee and ranged enemies before the smoke cloud clears, which makes it pretty much blind luck because you have to already be moving in the right direction to survive the first couple moments.
Game was mostly good. The Islands level overstayed its welcome and could have been about a third as long without losing anything of worth. I understand why you did move canceling, but the controls probably would've been more precise without it.
You are absolutely correct and the game is actually designed that way, hence the different lengths of the aiming line/arrow. Unfortunately due to a bug the max shooting velocity was being applied on every shot which I have now fixed and uploaded the new version.
Please let me know if there is anything else I can do to improve the game.
Thank you for your feedback and for reporting the bug.
It's pretty trivial when the nodes form exclusively simple polys because you just stuff them into the corners as you find them. Challenging untangle games pretty much require the final shape to contain some kind of inner net.
There doesn't seem to be anything indicating that you only have to produce each of the panel elements once on either side, and that *additional wrong elements are permitted*. This leads to confusion in level 6 https://imgur.com/a/j4Ze2j5 where this setup solves the level, but logically should have been solved without the rightmost piece, and placing it would produce an extra woman on the left panel.
So the main difficulty in these types of games come from either limited length to cover needed ground, or complex tangle in a limited space. About a third to half the later levels have neither -- you're given plenty of snake length to do what you need, but the targets don't really get in each other's way at all. There were several where I covered most targets of a particular color, then this other snake of the same color (at least once, a very long one) had nothing to do except poke it in one tile along the edge to finish. One level I was able to omit a snake entirely. This feels less like a clever solution and more like we were just given too much to work with.
I'm like 12 levels into the destructible blocks, and I still can't see any reason they shouldn't just explode on the first hit. Making us repeat a sequence three round trips every time one of those damn things shows up doesn't make the game harder, just more annoying.
Tutorial had some bugs which was eliminated, I hope all :)
In game you can click on highlighted fields to launch balls onto them. Learning it is the part of tutorial.
Your solution detection is extremely flawed. I connected all the white blocks on level 4 but it wasn't accepted until I connected them through a different path. Happened again on 6 and I took a screenshot this time. What is wrong with this solution? https://imgur.com/a/ao97Vyr
Cheers for the tips, thanks for playing!