Hey thanks so much, really appreciate the feedback!
A couple of the colors are pretty similar (orange and red in particular) and I can understand why they can be hard to remember. Glad poking them was sufficient most of the time XD
RE: accessibility concerns. So valid. I recently ran this by someone who is legally blind and who did accessibility work for XBox, until recently being laid off :( Their main suggestion was to use the language of shapes instead of the language of colors whenever possible. That got me thinking about more readable gameplay overlays for things like gravity changing tiles to have moving orange chevrons on top of it or something to give the information faster and more reliably
I was surprised to hear that this game is not completely dead in the water regarding accessibility as the individual tiles and their artwork are technically unique so a determined individual could learn them. That and that the white tiles are coming off better than the others due to their bold broad strokes of color through the middle. Food for thought for sure. Accessibility is one of those secret super powers when it comes to reach for your game and I want to allow as many people to experience my games as possible so its a great call out, thanks!
Edge designs is a great idea I'll definitely consider that. Red tiles could have spiky outsides for instance.
Cheers, thanks!