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I really did like playing this. That being said I don't think it's for everyone. I go through nonograms daily, and I used to do other puzzles like sudoku, connections, wordle etc. I do feel like it has a lot of that same kind of vibe, like a daily puzzle you do. That kind of crowd might enjoy it.

I was a bit slow to understand that you have to ascend symbols in order of singles, doubles, triples; I don't know if that could be explained more carefully but I am more than willing to accept that I just misunderstood when I went through the tutorial the first time (I went back to confirm and figured it out the second time). 

Maybe consider moving the amount of discards left to the player as a number on the discard pile itself. Same for number of draws available after discarding or merging, maybe have it as a number on the draw pile. Not sure how the number for fuses would be adjusted, but just a thought.

One thing I would think about though; I'm not sure if the overall goal of ascending all symbols/colours/numbers is compelling enough -by itself-. I was reminded to stop cause I had other games to go through, but I was also just about realising that I was more playing round by round, and targeting ascensions was just incidental. IE "oh I have a double orange circle tile and a single yellow triangle tile prime for ascension, I guess that will be the target for this round"

https://www.twitch.tv/videos/2864192081

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Thank you very much!

Yes, the game definitely isn’t for everyone, so I’m glad you enjoyed it. It was really valuable for me to see a live reaction to the game — while watching, I kept wanting to suggest a good move!

The ascension system is a holdover from the original concept and was tied to a narrative element that didn’t make it into this version. Your comment gave me an idea: perhaps it would be better to highlight the signs that can be ascended, rather than the ones that already have been.

I did consider adding indicators for the draw and discard piles above their respective locations, but also struggled with how to handle the fuse mechanic — the current version is the result of that process.

As for overall progression, I’ve started thinking the game needs something like a level system, where the early levels could be very simple, helping the player grasp the mechanics. There’s an implicit choice in the game: focus on points to unlock more options, or focus on ascension to progress faster. Right now, however, the game lacks the narrative context that would give the ascension mechanic real meaning.