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(2 edits)

Thanks for your feedback. Yeah, I guess physics is one of weakest spots of the game. Specifically I initially made the game with push only physics, but then decided to add dragging too, but didn't bother polishing, as I was expecting it to be an exit hatch, not the primary way to move things

Regarding ordering, I just reordered some puzzles if I felt they were too similar. 

Also those doors in 6A are a bit visually confusing, I probably should have realized that, but anyway. They let you pass, only once the moving bit has moved completely. This was done intentionally to force the player to learn a behavior of swap gun

(1 edit) (+1)

I noticed the door behaviour you mentioned in other doors as well. I thought that was a bug, actually :) Some better feedback would be to add visible locking mechanisms on the door; which, when triggered, would move out of the way first, before  letting the door leaf/leaves to open up.

Still, the 6A door opened pretty slow, took far longer than the teleport to reset... Actually, that might be the hint. I'll give it another try when I'm a bit less tired.

As for the physics... they really get in the way sometimes, good luck :)

You're onto something 😉