I played through v 0.1.1
(btw the fullscreen button conceals the version which is annoying). I gave the levels names because it was confusing to read the other feedback and then work out the levels had been renumbered
Level 1 <Movement/teleport tutorial>
extremely boring because I know about multisided things already. a good place to introduce blocked exits?
Level 2 <Block pushing tutorial>
ha ha, off the side you go
Level 3 <Key tutorial>
So this one stopped me for a bit, I didn’t realise how pushing a block into a wall would unlock it. Plus the surplus blocks took me a while to work out I could ignore them. I’d remove them!
Level 4 <Pocket dimension>
the [X
] block is kind of untidy, I understand it’s for the rotational symmetry but it could just as easily be a wall/void. I didn’t like how the pocket dimension also had rotational symmetry, so there was a ‘wrong’ winding to move the block (which naturally was the first one I took). going through it a second time for the [O
] was boring
Level 5 <Shoving at range>
Good! Enjoyable! the exit seemed to not be in the right spot? more centred?? more… S
Y
M
M
E
T
R
I
C
A
L
?
Level 6 <Duplicator tutorial>
sure. not really excited by trial and error puzzles/mashing the undo button
Level 7 <Duplicator blocking>
The first puzzle I had to reason backwards from the end state! Maybe change the colour for inactive arrows?
Level 8 <Combination lock>
fine. I didn’t understand why the parking area to the right was a pocket dimension instead of a room, looks like there was enough horizonal space?
Level 9 <Duplicator gotcha>
sure. easier than Level 6
Level 10 <Teleportable>
ugh I hated walking all the way around from lower teleporter to upper teleporter, why are the walls to the south/southwest/west there? so it can’t be moved? the top area feels too large. this was a puzzle where pressing the keys took longer than thinking about it, solving the puzzle was not as interesting as finding the shortest path
Level 20 <tele-Teleportables>
hard stuck for a while. the [X
] lock seems pointless (mirror symmetry?). I spend a long time learning the teleporter blocking rules and feedback in the lower right corner. the cutouts in front of the locks were tedious to get past! I didn’t really learn anything except to pay attention to red/orange lines more
Level 30 <Make mine a double>
there were so many things I tried which failed, mostly because I couldn’t visualise what was in the pocket dimension and would push something in that then jammed up retrieving something else. frustrating to figure out a solution that involved moving the first teleporter one square down and finding that, because of the unblocked sides, putting either teleport into the other was a one-way trip. really enjoyed pushing them off into the void when they were empty!
Level 50 <Heart 2 Heart three Heart omg>
the top duplicator gotcha irked me, in fact I feel like both the gotchas only lengthen the puzzle without making it harder. I didn’t get to feel clever moving a heart straight off an arrow. I like how the solution and the level mirror symmetry didn’t line up (spent 80% of my moves in the south)
Level 51 <Lockdown>
sure. repetative! the same steps used for both sides isn’t very exciting
overall I would play the heck out of this when you release it