Puzzles are fine, but there needs to be a way to see if a circle is sitting on top of an arrow. There are a lot of puzzles where the starting position obstructs an arrow so you can't plan around it before moving.
Hi, circles are never on arrows. If you're talking about squares, the round direction sign on square becomes dark if square is on a direction arrow. Thanks for playing.
I played this when you first uploaded it, and it was a very pleasant surprise to see the invisibility levels at the end not just removed, but replaced with TWO much more fun new mechanics.
The difficulty and mechanical curve is really slow and inconsistent. There's a lot of spending 10 levels hammering on one mechanic in the same 2-3 ways.
Thanks! This was made for Kong's Game in Ten Days challenge, so there wasn't a whole lot of time to make a large game. That being said, I'm always open to exploring this concept in a more fleshed out game!
15 was weirdly harder than the rest of the game, but other than that it was great. Possibly unintentional bug on the final level -- if you use a purple hole to cut the middle out of a shaped piece, the two remaining pieces still move together even though there's no block connecting them.
There's a really annoying tendency for the level to keep going after you've reached the goal, sometimes causing failure after you completed the objective. For instance, completing a timed mission with 1s left will still usually fail.
Game itself was fun. Badge was a bit silly to make you play Light Mode -- I was hoping it would be a different gimmick, but it's just doing the main game easier :/
Really needs a way to interact with smaller objects once you start growing. Clicking up new followers who are 8 pixels tall and running around is a huge chore.
It feels really arbitrary when the sword makes you jump. Sometimes I'll set up a box expecting the sword to jump on it, but it's treated as a wall and just turns me around.
It all depends on where is the closest monster when you hit the obstacle. If it is ahead, the sword will make you jump, if not, SHE will make you turn back.
Lol, the art is not in very good contrast (Especially with the darker colors) but behind the most visible leg, here is an isolated print: https://imgur.com/aGLYDrt
The game is fun and clever, but level 20 seems to be disproportionately harder than the rest of the game. Nothing else in the game really required the kind of pixel-perfect edgeplay it took to get that box out of the first corner you have to put it in.
There's some savefile interference between the three games. I completed the Easy set, and now it thinks I've completed Normal and Hard -- any level completion triggers the outro and does not save progress.
Really needs an explanation of how the other tiles work, especially if success is tied to *simultaneously* hitting all the green boxes. It also moves quickly enough that it's very difficult to discern minor timing discrepancies without a step by step speed option.
It's interesting, but I just can't stand card-based combat in general. Getting pinned down with three pawns and no valid move for two turns in a row is just instant game over.
Got it. It will be fixed in the next update