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Hello! Welcome to Feedback Quest 8! My name's Hythrain, a co-host and one of the streamers for this event! This feedback is being written live as I stream your game! If you're interested in seeing my live reaction, let me know and I can send you a link to the VOD once it's posted to YouTube!

So my normal approach for any game in these events is simple: I get the game, make sure it's not a virus, then play it with as little information on how to play as possible. This way, I can judge how intuitively someone can figure out the game. Only if it's obvious that I need to read more will I do so. I note this so you can get a sense where some of these feedback comes from. In addition, I want to note that feedback and rating are different; don't use this feedback to gauge what I'll rate, nor should you view my rating as entirely indicative of my feedback.

This is a great idea for a puzzle game. I can see a lot of potential for it. That said, I worry about how overly complex it can become. For example, I felt like the Eye level had far too many panel choices. It honestly felt overwhelming. While I did manage to get past it, I also didn't feel like I understood how I got past it. Given how insanely complex this game's concept can get, in terms of level design you should try to make it simpler to ensure the player can't get overwhelmed; create a set solution to each puzzle, only have panels that help solve that puzzle. If a player needs to make their own panels, then you just ensure it's obvious where those panels should go.

I'm also concerned about this control set up. Everything is derived from having to first hold left click before pressing a button to activate something else. However, there's no feedback on any of these commands and thus you have no idea if they're going to work once you let go. The only thing you have feedback on is when you're making your own panels, since the moment you right click it places the panel down.

When it comes to the whole "inverse gravity" thing, I think it'd be a better idea if instead of you holding left click and pressing C, you instead just press C to put the wrench in "Inverse" mode.  The glowing parts of the wrench would then turn red to indicate this mode. Now whenever you use the wrench, it sets up an inverse first and then turns them off and on. When you want to switch modes back, you just press C again. This would simplify it and allow the player to set a bunch of panels as inverse if they want instead of needing to left click, hold, then press C.

Hello!  Thank you so much for playing my game, and for the feedback.  You are spot on in terms of the complexity of the puzzles, and I've actually cut a lot of puzzles for that reason.  I really love the visuals of the eye puzzle, but you're probably right that it needs a major rework.  And that is actually a really good idea for the reverse mode.  Based on some other feedback I had actually made it a little easier, but what you're saying makes a lot more sense!  I'll also try to give the player more visual cues about what is going to happen when they let go of the trigger.

 Sorry I missed the live stream (was coaching kids flag football game).  I would love to be able to watch your VOD for the live reactions whenever you get it posted.  Thanks again!