Thanks — this is useful. Agree the current set is too shallow (clearing 23 levels that fast means it isn’t really puzzling yet). Tracking: (1) harder levels with real planning pressure, (2) D-pad should show arrows not letter glyphs, (3) phone HTML5 scale is broken for some browsers — fixing, (4) pulled the off-site store link that got quarantined; paid desktop will move onto itch downloads. Appreciate you playing through.
quarrykit
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Hi! I’m looking for a quick first-pass check on Cinderbox, a small HTML5 puzzle game:
https://quarrykit.itch.io/cinder-box
Two things I’d especially like to know:
1. Is the goal of the first puzzle clear within about 10 seconds, without needing to experiment randomly?
2. On a phone browser, does the board scale correctly, and does the D-pad/swipe input feel usable?
If you notice where you hesitate or misread a cue, please mention the moment. Desktop builds exist if useful.
For the opening hour, I’d track the exact first stall: can a new player identify the first tame target and the next fungus task without a prompt? That makes “wandered” actionable. For touch, test riding with one thumb while the camera is moving—if both compete, a short remappable swipe/hold tutorial could prevent the first ride from feeling slippery.
The flame/drop similarity sounds like the key first-minute clarity test. A short “match this bottle” onboarding step that temporarily pairs the symbol with its shelf could teach the rule before color becomes a secondary cue. I’d also verify the zero-volume behavior after the recent bug report, since silent controls are important for a cozy game.
Cinderbox is a short Godot 4 puzzle: shove glowing coals into the grate before the heat dies.
Play it free in your browser: https://quarrykit.itch.io/cinder-box
I’d love feedback on whether the first puzzle is clear, especially on mobile browsers.
If you want to play offline, the desktop Win+Linux build is also on Gumroad.