Zachtronics vibes indeed! I love the idea, and I love the way the new text appears! Unfortunately, I had some trouble understanding how the tiles move. It was still unclear to me even after the explanation, only the introductory level really helped me understand the mechanic.
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A well-made puzzle game. Interpreting chain reaction not as explosions but as something you stop with resistance is a fresh take. Especially in the timed mode, I found the dragging controls a bit tricky and the angle switching a little slow, so improving those would make it even better.
The game really hooked me. People have already mentioned the Zachtronics vibe, so I won't repeat that. 😄
A small suggestion for improvement: it would be great to speed up the charge movement once the player has correctly assembled the circuit. That satisfying *click* that gives you a dopamine hit. Right now, it feels a bit drawn out.
it can be a great game! i had difficulty with dragging cable, i don't really know how or when to do it.
At the moment, you need to hold the mouse click and leave the mouse over the item until it flashes then it can be dragged.
There's a flaw with my input helper lua module. Once the hold test is activated, it still updates the position. This means if the mouse position has left the test zone by the hold time is triggered, the drag initiation test fails.
This was legacy code to handle drags before I realised needed to have a different approach to handle a touch interface.
This issue was a bit of code blindness for me. I know exactly how everything works, so my muscle memory automatically compensates for the quirk.
This gave instant zachtronics vibes! Good game.
I had some trouble with dragging the cable tiles though, sometimes they seem hard to properly grab or move again.
Thanks for the feedback, I think I should have made that mechanism clearer!
This was my first time trying to make a game compatible with both touchscreens and a mouse. Because I needed a way to distinguish between simply clicking a tile to rotate it and actually dragging it, I went with a 'click and hold' system. If you hold it for a moment, the tile grows and flashes white to show it's ready to move. I will update the instructions on the web page
Thankyou for sticking with it. I believed I have solved the issue, but I cannot update the game on itch at the moment.
Its a flaw with my input helper lua module. Once the hold test is activated, it still updates the position. This means if the mouse position has left the test zone by the hold time is triggered, the drag initiation test fails.
This was legacy code to handle drags before I realised needed to have a different approach to handle a touch interface.
So at the moment, you need to leave the mouse over the item until it flashes.
This issue was a bit of code blindness for me. I know exactly how everything works, so my muscle memory automatically compensates for the quirk. It can be a bit challenging to playtest at times as the developer.
I’ve updated the wavedash version. Whenever you get a chance, it would be great if you could check whether the fix works for you.





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