there should be a checkpoint for each level. but I still like the loading screen and beinning of the lighting to get the fire even started first. the music is calm and fits to the background, I also like how the light in-game gets lower around the flame / character.
suggested features for expanding this game or possible extended games similar to this one: showing the "max. level amount" in addition to the current level, e.g. "1 / 30" ...the last level could end in a specific success-message then just switching to level 1 & there could be an optional question like "do you want to replay?" or "choose a specific level" ...maybe the variety of levels could be random when choosing the "replay"-option, while "choosing a specific level" will show the exct same levels instead ...there could be a "mix that level's tiles"-feature, where specific tiles will change its position (if it's not that hard to implement?) ...there could be specific specials (e.g. like hidden objects) in-game ...I like how new features were added in-game, while previous ones keep appearing later (already implemented) ...I like the mouse-only feature in general. just asking: is the game's title a pun of "coloring" and "puzzle"?
feedback / my fav. features: graphics & easy game-play. the floor-tile's lightgray-colour compared to the brighter colours of the active and destination tiles. the goal's appearance after letting it get in touch with the fitting-coloured block(s). the cuteness of the different (and animated) icons when completing single goals. "jumping" crossways. the different background-colour after completing each level. the chosen font for "stage clear". the "colour combination"-levels. the unique "undo"-feature. the "hints" (where to possibly place them) when clicking a tile. the previous level's block-colours will cause the same icon in future levels. the "reverse"-feature (placing the actual "goal-tiles") and the tile's "flipping-feature". the final-shape of the red lines in level 19 and 26 (when completed). the "switching-directions", mirrors and level 27 = nice features, I didn't expect them when starting this game. the mixed / variety of levels. level 29 & similar rainbow-coloured levels.
Thanks Stormgate. I'll talk to the actual developer your opinions. As I said to martingoling below we come from Korea. Very difficult to communicate with users. We'll get your points for our progress. Try our best to cut the gap with users. Thanks for comment.
hard to figure out were the spider and shape-parts. while I was enjoying the riddle for the arm, the turd-piece, the drops and the tree-collecting riddles. the next part was a nice addition for the game itself. the landscape-pic was nice and the fish-riddle afterwards was kinda hard to solve, still a great game anyway :-)
I was playing the food-themed levels first and my first suggestion could be: there could be slightly more colour for the "pipes", e.g. also as a hint for the objects ...where the top of the fruits could be coloured in green, strawberries lower-area could be coloured in red, etc. would make some more fun when solving the icons :-)
"24 of 40 solved puzzles" will show my progress of the kongregate-badge, why my in-game progress starts with level 1 instead (and there's no arrow pointing to the right side to skip previous levels)? is there a save-option missing yet or is it just happening on firefox on a non-mobile device so far?
maybe I was just thinking about the controls working wrong somehow (or it was only occuring in firefox on a computer yet?) I meant the character's hint about which key to click for interacting and the actual set controls in-game. also when clicking keys on my keyboard, e.g. letters, my browser opens the search-option (maybe the game couldrecognize that its meant for controls in-game?)
yes, the character's hint for the controls and the actual in game controls are set to the same image, if you change the controls, it changes the hint. The game does recognize keys are controls in game and sends a preventDefault to tell the browser not to do anything (like open the search), but if the browser ignores the preventDefault, there's nothing I can do in game, the browser has control, not my game.
"wrong" controls were mentioned within the text of the characters who are describing the controls in-game (if the player manually changes the controls before). except that info, I like the game. just this detail seems to slightly confuse me while playing this game.
I think that I completed this game already, but since the badges were released, there should be a "reload game"-button, where e.g. a new action being performed, could notice which quests were completed already. so far I only see a "new game"-button when starting the game.
level 23 was hard (especially moving with that triangle), but I like the way these shapes are moving (ball, square and triangle) ...also the music feeld calm and fits to the nice levels. the transforming spaces are nice coloured too and I also like that mirror-scene, while I would prefer a hint that it's an automatic scene and maybe a "skip"-button could be added there? I generally like the hint-buttons ingame too :-)
the character's options are amazing, also including his underwear's colour. I would prefer to keep the outfit like its costumized when changing the person's gender. the graphic and music after confirming the character, is amazing. I also like the written text there. optionally getting the option for changing the language when costumizing the character would be nice to see (e.g. instead of previously being able to select the language there).
that level with the sleketon-snail (level 9?) if I tell my snail to go back into its house after getting scared ...it can't reach the goal afterwards, only if it's "walking" the whole time since it reaches this area.
I would prefer to choose my player's colour before starting than starting with the blue one for every game instead. but except this suggestion, the game is cool in general :-)
the bunny-ear (10th) level ...the googles can be used, but they don't re-appear, is that on purpose? this game is still funny but I expected the "belt"-item to show-up more clear, because it doesn't seem to be that clear (like how many failures I can have per level, can maybe be shown with a counter?)
I like how text can be chosen as skipped (same for the tutorial), setting the game's difficuty and also choosing your armory for each hero, also seeing it equipped on the chosen hero is a nice feature. for the equipment, I think that a bag or backpack would be more common, I like the music in the background, but what I'm missing in-game so far: when seeing my heroes and equipment, I want to see each of the heor's stats in the same place (e.g. when seeing it temporary hovering over the hero) instead of a different button in the map-area only. optionally moving your heroes by clicking with the mouse or walking diagonal in addition, would be my suggestion for this game.
I love especially the fitting music, it fits to the game and it's that boring even when listening to it for a longer period of time, e.g. when trying to figure out how the design of the pumpkin could suit to the original. also level 7 and 14 were hard for me (it's where I'm currently stuck). I like this game much more than "factory balls", but "sugar rush" is also very cool. maybe there will be a winter-version with snow instead of sugar and maybe christmas-themed with deers, santa's hat, etc. someday?
Thanks Stormgate. I'll talk to the actual developer your opinions. As I said to martingoling below we come from Korea. Very difficult to communicate with users. We'll get your points for our progress. Try our best to cut the gap with users. Thanks for comment.