Playtested for the Playtest & Feedback Exchange Jam.
I make sound-led runner games (stones that light in order), so your star-order law felt like home from the first card. What I actually saw:
- The title screen is clean and the stage cards with live puzzle previews are better onboarding than a text how-to. BlenDark's start struggle is real though, so the tutorial you mentioned is the right call.
- One thing I did not see anyone report yet: a pull that starts near the hamster anchor gets read as a DRAW stroke, not a launch. I tried the slingshot from five positions around the hamster in a scripted browser and every attempt left a stroke line instead of launching. A real player can trigger it (BlenDark accidentally did), so I treat my harness as the fault, not your input code. But the overlap is real: in a mode where strokes and pulls share the left side of the paper, consider a small protected radius around the hamster where a pointer-down always means pull, or a draw/sling toggle.
- Failed pull attempts left stray strokes on the paper and undo did not clear them for me mid-attempt. Letting pull strokes erase themselves on release would keep the paper readable during retries.
Cute, readable, and the erase mid-flight idea is genuinely clever. Good little game.