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(2 edits) (+1)

Hi,

Here are some things which I noticed:

- The row symbols are intuitive enough, but I find they would be more so (for myself) if they were also coloured accordingly: Red for flame, blue for drop, green for leaf, white for feather, and so on. Until there is colour differentiation, the feather will probably always look like a leaf. 

On the topic of colour, right now, if a bottle is placed incorrectly, it is colour shifted in some manner to be more red: so yellow bottles become orange, etc.  But red bottles... become more red. It's not clear, without comparison, if the red bottles are in the correct positioned (they are rather small when on the shelf). It would be beneficial if a different colour or method were chosen to represent the incorrectly organised bottles. 

Which of these is sorted correctly? (It's the first bottle only, but I can't be certain of that)

- When moving the sound and music sliders to the lowest position, it doesn't mute them, only making them very quiet. The music is noticeably finite, and this game is expected to take some time: so one would imagine at least some players would do this.

- I have some bottles filling my 'to sort' slots. But I'd like to sort a different bottle, instead, now.  The first bottle in line is sorted automatically onto the shelf: I cannot return it to the pile, sort the second bottle first, or rearrange the order of those 'to sort' bottles. Could I not sort right to left, or in any other way I like; could I not put some bottles back for later and choose fresh ones? You see what I mean. Please include some way to sort the bottles that are to be sorted. As an extension, should bottles correctly sorted be locked in place? Perhaps.

It might trivialise the game a bit if one could arrange the bottles too much, but playing right now feels like being forced to do a very inefficient method of sorting, which makes it a little annoying.

- "No timer pressing you, no way to fail..." Apart from when one presses pause, where it displays a timer. If I were to sort 1990 bottles incorrectly and put the remaining 10 in my 'to sort' slots, it would be so tedious to win that I may as well start over. Perhaps a button that 'removes incorrectly sorted bottles to the main pile' would be a good idea.

Hi, thank you so much for this detailed breakdown, this is incredibly helpful !

The color/shelving bug is a great catch, I hadn't realized a naturally red bottle placed incorrectly becomes indistinguishable from a correctly placed one. That's going to be fixed with a placement indicator that's independent from the bottle's own color (outline or icon instead of a color shift).
I'll also look into a more intuitive color-per-symbol association like you suggested, alongside spacing the colors of neighboring rows enough to stay readable.

The volume sliders not fully muting is a bug, thanks for flagging it.

On the sorting queue: you're right, forcing a strict FIFO order with no way to set a bottle aside or pick a different one is more frustrating than relaxing, that defeats the point of the game. I will add a way to freely choose which bottle to sort next, and a way to put one back for later.

Same for large-scale mistakes, a way to send incorrectly placed bottles back to the pile instead of restarting is a fair ask, I'll add that.

And fair point on the pause timer versus the "no timer" pitch, I'll adjust the description so it doesn't overpromise.

Really appreciate you taking the time to write all this out!