The countdown is obnoxiously long. When the intro countdown to a level is almost as long as you're likely to spend in some of these levels before restarting, just lose the countdown and the completely needless "Let's go!" and make it start with Spacebar.
Very rough and unpolished. Dying kicks you back to the level select instead of just restarting the level, which is needlessly obstructive. Levels are full of blind dashes off into the unknown, and at least one level put spikes on the path out of view with no way to scroll out and see it coming - there should never be a situation where you move blindly toward a hazard with no way to stop. If you only have two worlds' worth of levels, don't have pages for 3 and 4, and leave a back button for the thank you + rate message instead of softlocking the player there.
Thanks for playing and giving me feedback!
"Levels are full of blind dashes off into the unknown, and at least one level put spikes on the path out of view with no way to scroll out and see it coming"
That is not suppose to happen but I can't find that in any level. Which one are you talking about?
You guys know you can scramble sliding puzzles into starting configurations that aren't just the exact mirror of the end goal, right? I mean I guess it's an improvement that you haven't put out an outright algorithmically impossible one in a while, but it's rather dull and tedious for every other one to be the dullest attempt possible at maximizing Manhattan Distance.
The last level so far makes you jump up the side of a moving platform, which is a mechanic that is never announced and appears to not even work anywhere else.
Fun, but pretty rough. There were a lot of places where you had to follow coins into blind downward jumps, but there were enemies at the bottom that were impossible to react to in time. Level design got very samey very quickly. There was basically no reason to ever use lightning because fire had the same range, hit a wider array of enemies, and didn't kill you in water. Bosses maybe lasted a bit too long, which didn't really make them harder once you got their pattern.
There's something good here, but the controls are way too slippery and there's no ramp-up whatsoever to the difficulty, it just throws you immediately into an overwhelming clusterf*ck with no real way to practice or acclimate.
There's no puzzle. Since the arrows already force one direction, all you do is line up the back end of each piece with the previous one, over and over. There's no thought process involved.
There have already been a handful of fill-the-path games in the last month alone, and all of them were more substantial than this. I get that you're randomly generating levels, but they top out at about the tutorial of most other games like this.
Usually this kind of game is a pseudo-random ballistic nightmare, but the critical points are remarkably well tuned. I'd maybe try running it on a slower machine to see if the physics hold at slower framerate, but at speed it's awesome.
The game is interesting, but the difficulty scaling is...way off. Most of the hardest levels were midgame; the later ones are so restrictive there are only so many sensible ways you can even start.
You are absolutely right, the difficult thing about making a puzzle game is the difficulty curve, I now got a lot of feedback. I'll fix it and (hopefully) add new features in a few days. Thanks for playing and leaving feedback!
The clipping with the ground is WAY too glitchy for the kind of extreme precision jumping you want in the last couple levels. About 1/4 of the time your jump just fails to execute at all because while you're walking along the ground you'll just be flagged as in freefall between tile seams.
Much better tuned than the last game. I remember in the last game, common enemies were actually harder than the previous boss, so it was possible to get stuck if you edged out a win. Here it looks like there's always at least one thing you can blow everything on to farm for a bit if needed.
I have now uploaded a new version without countdown and it really works better. It gives at the game more dynamism. Thanks for your contribution ;) !.