Ironically, while I enjoy puzzle games, I have only tried one up to now, as I concentrated on reviewing almost only submissions with few votes; let’s see this one. :)
Various comments:
- Since I have an AZERTY keyboard, some QWERTY keys are complicated for me, including minus (to go back one level) and tilde (to restart the level) which do not work (although plus does… A weird phenomenon I already knew, except for tilde, which is most unfortunate here XD). To let you know, it is possible to program with a physical identification of the keys instead of a symbolic/value one, which easily solves this problem. You are far from being alone in not having thought of it and you enabled the arrow keys, so only semi-trouble here (because I cannot easily restart a level). ;)
- Several entries thought of the concept of having a classic die have one its sides match some tiles apparently, but the lazer mechanic is nice. It has a Portal feel. :)
- I like the (square) confetti rain at success, by the way. :)
- At some point, I bugged (thinking the game did XD) and thought you had to put the lower face on the tile instead of seeing the right upper one. That was the silly story of the day. X)
- I agree with MrSquish that the tilting (when moving) was unfortunately ‘head-unpleasant’.
- Some turrets are deactived by the upper side, while some others are activated by it; I think it would be a good idea to differentiate them visually. Well, except if you want to make things harder for the player by engaging his short-term memory.
- Oh, multi-dice! Fun fact: I had thought of this possibility for my own game, and realized in hindsight that I could have implemented it extremely quickly. I was thinking less clearly under time pressure towards the end, I think. X)
- I think some transparency would have helped, sometimes; I am thinking of level ‘Junction’, where the red dice cover the end value at the beginning. Which is critical! (Especially for me who can only retrace my steps but not restart easily, once again. XD)
- One last side question: why did you put a giant central eye on the thumbnail? This is classic esoterism, so I am wondering if you knew or if you just had another idea (such as, a reminder of the mind). Gave me the chills!
To be honest, I skipped three levels (‘Junction’, ‘Happy 3rd anniversary Pekora!!’ and the final one) — partly because I could not restart easily and partly because I am already so slow at testing games because I tend to write thorough reviews in true nerdy fashion X) —, but as far as I can tell, the mechanics were varied enough, and I agree with hzzzln that the game shines through its level design. (As a personal comparison, in my case, I created thought-out levels first, but then had to rush it and my latter levels have a more tutorial/experimental taste.)
So far, I am aware of three puzzle games, and it is already very interesting to establish a comparison:
- Yours is the most accomplished in level design;
- DOS is the most polished / professional-looking one;
- Mine has the most original core mechanic.
I am glad there are such differences between our games and we did not end up all making the same thing. :)