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mentallentil

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A member registered May 12, 2025 · View creator page →

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Given the bomb mechanic is presented as the main element, I expected it to have a lot more depth. It showcases a rather static set of core ideas, failing to develop meaningfully and create interplay with other elements. For example, the idea of using standard crates to block explosions never gets explored in a setting where the answer isn't just handed to the player. Also, some puzzles don't even use bombs..? In my opinion, the only reason to exclude the main element is whilst introducing a secondary mechanic. But if the secondary mechanic doesn't synergize with the first, what's the point?

Additionally, I think many of the early/midgame puzzles exist purely as busywork/filler as they don't showcase anything interesting (ie. levels 10 and 11). I liked the last three levels though; each highlighted an interesting core idea. Perhaps they could've been presented in a simpler way, but that's just a matter of preference. Overall, the game's fine given the time restriction, but would definitely benefit from more thought-out puzzle design.

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Mostly the latter; I felt that the puzzles overall weren't too interesting. And in this case, that might have more to do with how I experienced the game than with the puzzle design itself. Since the puzzles are easy to brute force, it's very possible that players will play through the game without thinking very much. It's a shame, because there's some pretty cool ideas showcased that one can only understand by actively solving the puzzles. Levels 10 and 11 are both well designed, for example, yet I still only really understood half of the logic. They both present a core problem very clearly (ie. ghost has no time to K.O. boxer on the right side of the hole), which imo is a sign of good design, but I stumbled into the solution too easily to really appreciate how it all works.

Perhaps the problem is that the mechanics cap the puzzles at a level of quality that I think you've already achieved. They don't allow for a huge amount of logical potential, and they don't allow for specific enough solutions that would force the player to truly think about the puzzles. I don't really see how one could shift more of the players focus onto the logical process without editing the mechanics in some way.

Edit: just saw the post about this as a fighting game, if it's not really meant to be a puzzle game then disregard my comments

Yep, the "Plug In" mechanic. Didn't think to check the level select for names, haha. In regards to the "tutorial," I was referring to the characters talking about the mechanics, should've just said that. I interpreted it as text-based explanation (I suppose it's this I normally don't like) disguised as dialogue.

The puzzles are tricky but lack focus -- though I'm unconvinced the mechanics could lend themselves to many interesting ideas anyway. Funny take on the theme regardless, and certainly not a bad game.

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Recharging is somewhat underused but no other complaints; everything else is explored well. I'm usually not the biggest fan of explicitly tutorializing basic puzzle mechanics, but here I actually quite like the tutorial as its charm fits the style. Speaking of style, that ending is top notch! Great game, really deserves more attention.

Always nice to find well designed puzzlers in this jam. It's an interesting choice to include multiple versions of the same levels -- I would always opt to include only the most minimal/elegant one out of fear that people may use the same solution twice. However, I think it works surprisingly well here as the first teaches the player how to work with the mechanics and the second tests their knowledge; the focus of the puzzle is not on the solution proper but rather on learning through experimentation. Good work, this and Five Steps Left are my fav games in the jam so far.

Great interplay between art and interactables, but the overall narrative is a bit disjointed and one dimensional. It might benefit from additional dialogue referencing the end goal. Very fun though, I'd love to see a finished version after the jam!

Solid puzzler that prioritizes its humorous presentation over absolute pursuit of minimalism.  Despite my preference for the latter, I have to admit this game pulls off its style very well and kept me engaged the whole way through. I appreciate how the base ruleset is made very clear, yet still manages to evolve and subvert expectations over time.

Fantastic game!  Despite appearing a standard sokoban, the logic is remarkably creative/unique.  Coincidentally, this shares a core mechanic with a project of higher scope that I'm currently working on, so I was already familiar with several key moves and the resultant state space.  However, I was still blown away by how strong this game is with so few puzzles.  Very effective presentation; the first puzzle on its own is nothing special, but in conjunction with the second stage it really hammers home the concept of the game.

I enjoyed it.  The creativity of the movement system pleasantly surprised me.

As is typically the case with any new puzzle game I play, it took me an unreasonable amount of time to grasp the mechanics (or rather the logical ideas resulting from them). I took just as long on the later levels as I did the first 10 or so. Pretty thankful for the comprehensive introduction section! I'll hold back on praising the rest of the puzzles; to do so would be to spoil some truly remarkable ideas.

I would comment on aspects of the game not pertaining to my own experience, but it looks like HuskyManiac beat me to it. Ditto all he mentioned, couldn't have said it better myself. This game is the epitome of hidden gems, highly recommend to all puzzle enthusiasts.