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(5 edits) (+1)
  1. Very fun concept! This is very experimental and I love that. I missed the tutorial (that's on me, I do see the giant glowing text), went back to it, and beat the game.
  2. When doing defense vertical clears, only the vertical that clears have their gloops drop. This created many runs where I bricked my board, unable to do horizontal clears and just stuck until I overflowed the board. I think everything should just drop like Tetris, more instances of combo clears is probably more fun since those are the highlight moments. I understand the intent that vertical clears drop vertical and horizontal clears drop horizontals but I am not sure that is worth it.
  3. It seems like the game just takes the first number when reading the equations on clears,  I wish it took the biggest number before an operation. Although this might work against "-" and "/" operations. 
  4. Placing big numbers in a vertical or horizontal together should intuitively be a good thing but not in this system.  Maybe something can be changed about that? This point does not feel as important, just something I had to figure out. 
  5. Overflow happens instantly, maybe some lag between gloops touching and placing.
  6. I almost never looked at the shape deck or block deck UI, might just be me, but I was constantly staring at the UI  under the enemy. 2/5 of the screen was UI I never looked at and that 1/5 under the enemy was all I stared at. I think it is just too much info in too short of a window for players to digest, a coming up next UI might be better. From my playthrough the UI I was searching for the most was Turns Until Attack > Enemy Block/Enemy Block Cooldown > Enemy Attack Value > Enemy Health > My Health (probably cuz there's no heal and it is what it is. I can't do anything about it).
  7. Really like the gloop (the color and shape made them very distinguishable).
  8. I really like the enemy designs.
  9. The attack/shield animations are really nice. 

Thank you so much for the very detailed feedback! I have a couple of follow-up questions, if you don't mind:

  • How did the enemy's confusion skills feel? Did the visual cues make sense after you realize about the input swaps? Did it feel interesting or unpleasant to deal with?
  • How did you feel about the carrot hiding? Unpleasant to deal with?
  • Does your point 5 refer to at the top of the screen if some gloops occupy the middle of the top row?
  • For point 6, if the automatic fall rate of piece (without player input) is lowered a lot, or zeroed, do you feel the mental load would be somewhat lifted and you have more room to consider more of the provided info?
(+1)
  1. The enemy's confusion skills weres interesting. It was just the right amount of unpleasant. The visual cues were really clear, I got it instant.
  2. The carrot hiding was not a big concern in my playthrough. I do remember not attacking and setting up instead when he was hiding so I would say it worked as intended. The carrot also went back down to 2 armor which made the attacks easy to land when he was not hiding. At that point in the game getting a score of 2 felt way easier than the 3 on the bat.
  3. Yes at the top of the screen. Although it was really only ever a problem if my board got bricked with blocks not falling.
  4. If it was zero out then yes it would give the player all the time to think about their next move but it would undermine a lot of the other mechanics of the game currently. For example, the enemy confusion skills would no longer be impactful.