Please darken the lines for the shape you're supposed to make. There's almost no contrast between the extremely pale gray lines and white background, and I got about five levels in before even realizing I could see the damn thing ahead of time.
Def tried to make this one a little more accessible to more casual players :) The difficulty here mostly ramps up in the last level or so of each "set" (and the last few levels)
It was fine when there was nothing in the external environment, but once spikes were introduced it was extremely unclear how the field was getting mirrored around the outer space.
Really need a better way for the controls to properly distinguish spinning and path selection. Also should probably turn path deletion into a double click instead of single, it's really finicky and prone to deleting your path when you try to drag something else.
EDIT 2: Caved and added arrows/WASD for rotate. EDIT: Thanks for the feedback! I've changed the logic for how rotating and drawing paths work, so it should not be finicky anymore. Let me know what you think! PREV:You can undo if you delete a path accidentally; I'd rather keep the single mouse click to modify a path cause you do that often enough.
You say "not just sathish", but you realize almost all the developers on the site making escape games are sockpuppets of the same guy, right? Most likely to get around a submission limit or something. They all overuse high digits in the tumblers, maximally tedious "reverse this arrangement" puzzles, have walkthroughs that often have to skip their own puzzles, use the same engrish description template, and even the same rough sequence of loading screens (including one where you have to click play twice).
Way too hard to see anything; color contrast is a thing. The map in the top right is misplaced and cuts off the top and right edges. When you get to the top of the level, there seems to be an invisible ceiling over a good bit of it, and the section that lets you through is arbitrary.
Needs to tighten the controls, especially rolling. Took me a while to realize, but when you release the button the ball tries to rotate back to upright before popping out of the ball. The rotation is also around a *corner* instead of center of mass, which is not only disorienting but can also get you lodged in the floor.
Levels larger than the screen need a way to scroll the view. Otherwise you have to leap blindly into an area filled with enemies you couldn't see while you were moving around in the other half of the level and may slam right into them with no reasonable way to prevent it.
Screen is WAY too small for as fast as you move, and one-hit kills don't help matters. Take a look at the old Sonic games and compare the size of the player to the rest of the screen, then realize that the rings were still a necessity on top of that. Also the game freaks out when you try to walk down a slope.
Please for the love of God, take one of these games and make more than a few intro levels. It feels like such a waste to have so many fun mechanics that disappear after 5-10 minutes and never get used again because they were never adequately explored.
Def tried to make this one a little more accessible to more casual players :) The difficulty here mostly ramps up in the last level or so of each "set" (and the last few levels)