Procedurally generated puzzles like this rarely have much challenge or nuance to them. Several of the boards you can get leave large swaths of the space completely unused, and the path is rarely not glaringly obvious (holes in all but one direction, gee). At the very least, we need to be able to set the difficulty instead of having to grind through 100 levels of the most trivial stuff.
The puzzles don't really go anywhere. It's just pick up everything along these linear or slightly circular paths that don't significantly restrict you. There's not even anything under the pickups that keeps you from doubling back or restricting how you pick them up within an enclosed cluster, so having to pick up a bunch of them is just tedium instead of complexity.
Your wine bottle puzzle might have been good if you made sure there was only one solution, or even if you'd bothered to evaluate the actual values. Instead, you decided to be a lazy idiot and compare the pieces to a single solution map without considering that other valid solutions might exist. [[45,5,13,37] [39,14,36,11] [1,46,49,4] [40,48,10,2]]
Not sure what hint you added in level 21 that applies to 24. I assume it'd have to be that arrows only stop you from entering them the wrong way but you can still step off against them -- but 21 seems to contain no arrows.
Also the camera takes ages to catch up with any movement. It makes block placement super wonky long after you've stopped, much less having trouble seeing where you're going after using any movement cubes. Also the default block choice is steel, which you don't even get until like a third of the way into the game. Just make it wood.
Zone 4 seems to hard require getting a random 2x coins powerup (and even when I got one it was close). I got a lucky streak of weapon powerups that held for the whole timer, and even demolishing everything the moment it spawned, there just aren't enough targets to get 500 coins in time.
Would be nice to be able to see how many lives we have. I didn't even know there was a limit till the game over screen happened, and I still can't see a counter even looking for one.
Since you're already saving a chain of moves for the replay, an undo button would be nice. More pressing need is to be able to highlight all targets -- most of the targets are obvious, but a couple of the ones introduced later might be a bit hard to see.
Yes, I will add Undo button. I'm trying to keep all the targets obvious and, actually, I already used almost all available assets for targets.
P.S. Undo button is ready
Eleven is possible, though it took me far longer than it should have. Leave the green angle piece where it is -- if there's a way to dislodge it, it isn't worth it.
Neptune may be one of the most singularly obnoxious things I've ever seen in a game. Blind jumps -- and worse, blind leaps of faith -- where a single miss sets you halfway down the planet are a TERRIBLE idea.
FYI, a perfect "hardcore" ending gives you about 3 hearts of slip room before you get access to the pickaxe, magic sword, and the last glut of supplies. You don't have to be flawless, but you do have to be VERY efficient and know when to checkpoint warp out of certain paths to dodge respawns.
Probably should've waited longer than level TWO to introduce rival squares that mimic/mirror your movements. I didn't even realize they were enemies until several levels later.
Hi thank you for the feedbacks. You can now choose the difficulty after completing the tuto