Foon → Ludum Dare Explorer → LD49 → Feedback comment stats → Antti Haavikko

Antti Haavikko

Feedback comments for LD49

← LD48   LD50 →

Antti Haavikko's games and stats for all events →

TimestampSince previousGameAntti Haavikko's comment
Oct 4 13:11:26 Don't Melt ♥ 1 You did a pretty bad job at explaining the mechanics in game. Touching B/C locking you out of progressing without any real clue why was just awful. Couple of completely failed runs in I slowly started understanding what to actually do. But I still can't get past the point where you need to start powering the second turbine. Ok, I lied. Went for some more tries and it seems like you need to lower the output of turbine A at that point. My bad for not paying close enough attention to the goal board. Now the biggest annoyance is waiting those 20 second maintain timers while nothing to do as everything is stable. Other than the not helpful instructions and a very steep learning curve and difficulty, the game was very solid. It controls very nicely and everything works as it should. The jumping controls did have some floatiness and getting stuck on platforms but that wasn't an issue as the platforming really was just the means of transportation and not the key gameplay mechanic. A small annoyance also was how you had to use mouse to start/restart while the game was only played with the keyboard. It was also possible to keep jumping near the wall (faulty ground detection) and eventually go out of the play area and completely soft lock. Screenshot 2021-10-04 at 16.08.49.png Oh and the warning lights remain there too long bringing a bit of a "boy who cried wolf" thing to the table. Might be intended too. 🤷‍♂️ And sometimes when warning light/sound starts and you're at the top platform, you can't even reach the valve fast enough to react. Okay, one more final try... Yeah no, got to the part where you start powering the final turbine but can't figure out how to not stall. Anyways, good job! 👍
Oct 4 15:55:35 2h 44m Rival Sniper ♥ 2 Well that was maybe even a bit too easy. 🤷‍♂️ Screenshot 2021-10-04 at 18.23.48.png Panicing people really liked pile up to a same spot and they can be killed with a single shot. This made the multiple target levels a cake walk unless the employee decided to pile up there too. I never actually let anyone call the police. Seems like the timer for it is so damn long. And since there was no penalty for killing civilians, might as well blast everyone. Even in the last level, it was easy enough to first scroll to one side and then pan to other side killing all the targets (or just everyone but the employee). The rival sniper didn't really pay any role on my two runs at all either. Wouldn't make much difference if it wasn't there at all. A weird detail to name the whole game about. The scare shots were also another mechanic that was introduced but wasn't really needed (or could even be used) at all. The mega low rez style looked neat. The CRT effect looked kinda neat here too, just super surprising to me that someone would actually pay for such a simple shader. I just didn't like the color palette at all. And having two of the nearly same colors for majority of targets was kinda annoying to me. Well I guess it was the only source of real difficulty here. The mid level conversation were pretty nice and the confirm shots were cool but the pacing on em didn't feel right. The text isn't very readable and the skip for the second message always came a bit too fast. I completely missed the whole existence of the rival sniper until the last level because of this. The view scrolling was very glitchy. Pretty much every time when you changed direction, there was this annoying jitter towards the first direction before changing. And the scroll area not being clear was kinda annoying too as it made it harder to hit targets near the edge as the screen might start suddenly moving. Might have been better to just control it with keys (or better yet, both). Anyways, good job! 👍
Oct 4 16:01:24 5m 49s Rock'n'Rover ♥ 0 Screenshot 2021-10-04 at 19.01.15.png Not sure but I'm quite sure it might be caused by the ' in the name. I tried fiddling around renaming stuff though (the app and the similarly named files contained in it) but no luck. I did try chmoding execute rights too which is usually the issue with peoples jam game mac builds.
Oct 4 16:32:41 31m 17s Unstable Code ♥ 1 First of all, had to do the classic manoeuvre to get it running on mac. But even after that OSX did some extra checks notifying that they're not sure that this isn't malicious software. First time I've ever seen that. Dunno if it's because you're deleting files. 🤔 Screenshot 2021-10-04 at 19.20.40.png That wall of text and the speech were off sync. Made it kinda jarring to follow. Also had some weirdness when the line end was reached, it first scrolled a bit before breaking and after a 10 or so characters on the new line, the line height adjusted a bit. Did manage to beat it pretty easily. Screenshot 2021-10-04 at 19.19.17.png That whole save corruption stuff etc was kinda cool but on the other hand quite pointless. It didn't really make the game any easier and the whole copying effort didn't really seem like it saved any time. Always a good idea to add both WASD and arrow keys. And you managed to have a full screenful of text explaining the game and still not even tell the controls. Also, did not find any use for the jump. Even where it could have been used, it couldn't because the ground detection was so scuff that it didn't allow jumping too quickly after landing or near edges. And don't really think it's a great idea to have the player object be a white glowing ball while the background also has a white glow in the middle where the player will spend majority of their time (making it pretty much invisible). The fall damage seemed like a dick move in a game like this. And the lava on top seemed to rubber band a bit too much to my liking. Anyways, good job! 👍
Oct 5 16:25:33 23h 52m Why Can't I Hold All These Items? ♥ 2 Okay, I'm calling this an end now, it's getting very repetitive! 😅 How many inventory upgrades there are? Even for few rounds I was just doing it for the sake of doing it. Didn't need like half of the inventory space to complete the 5 mil contracts. Screenshot 2021-10-05 at 19.03.36.png Would have been cool to see more of the item interactions. Quite a lot of the existing ones were completely moot too like the explosives (would have to be dumb to trigger em) or the wrench as you wouldn't want to break anything anyway. Some of the descriptions were also kinda misleading. The crystals did break even though you put only duct tape on top of it and the heavy alloy things didn't mention at all that they wouldn't break the same item. Kinda weird how the lighter one still breaks the heavier one though. **Broken crystal with duct tape on top** Screenshot 2021-10-05 at 17.17.55.png **Stacked weights** Screenshot 2021-10-05 at 17.49.13.png You could also quite easily cheese the "after x steps do something", especially the artefacts by just keeping them in the boxes and picking up right before finishing. Not exactly sure but I think I also saw a timer reset when putting artefact back to box. Early on this was a mega fast way of making bank... Screenshot 2021-10-05 at 18.37.17.png And speaking of shrooms, the definition of "adjacent squares" is quite loose here as they at least wrap around the level which caught me by surprise. And because of that took me quite a while to figure out how to properly contain them or let them grow to desired number instead of just treating them the same as artefacts. The best tactic anyway seemed to be to just keep fishing for the best tier contracts you have and them not having ridiculous requirements like 6 artefacts. Screenshot 2021-10-05 at 18.56.58.png or Screenshot 2021-10-05 at 18.51.46.png But then it was very disheartening when you work hard for filling a good paying big contract and the map just doesn't spawn one of the items needed. Also very annoying when a lower tier contract (which is above the good one) you weren't paying attention to snipes some materials from a good one. The timers were quite often on top of the tooltips. Screenshot 2021-10-05 at 17.43.52.png Anyways, good job! 👍 **edit:** Oh yeah one more important thing I forgot to write down. One major QOL improvement would be to hilite the contract lists with to reflect on what you had already gathered. Had to do so many careful double checks on these. **edit two:** And another thing came to mind when I was going to the grocery store. Moving stuff on the inventory was kinda fiddly and clunky. The hit areas seemed a bit small so it was easy to missclick when not paying full attention. Definitely drag and drop moving would have felt nicer.
Oct 6 13:50:27 21h 24m Me And My Unicycle ♥ 1 It was pretty much a cake walk after getting the hang of it while practising around in the first level. I think I only failed total once on the levels past that. Screenshot 2021-10-06 at 16.28.23.png Didn't really click to me instantly that A/D and arrow keys were controlling different part. So for the few tries I did it completely by just using A/D which I usually don't even prefer unless you need to use mouse at the same time. Which you did here for the restarting, horrible design choice really! Yeah, so after trying out the arrow keys I was wondering why they seem to be mirrored controls. And at that point I then noticed that holding D/right both at the same time gives much more speed and balance. Then I payed another glance to the help message and understood what was going on. Jumping controls were just not great. The jump height didn't feel consistent at all and the ground detection was very iffy too. So many tries I just failed due to a practically invisible small bounce which didn't allow me to jump or a baby jump which wasn't able to clear the gap. I think that was the source of my only death past first level. 🤔 There also might have been not proper reset for the player when restarting a level. I felt like there was some speed and or angular velocity inheritance going on? Cause sometimes right after start even without touching the controls, the dude started falling one way (and sometimes the other). 🤷‍♂️ Wasn't a biggest fan of the visuals. I have nothing against just grey stuff really but something here didn't look quite right. And the accented pure blue doesn't look like a great choice either. To my eye at least using pure bright colors brings to mind an amateurish mspaint look. Nothing wrong with that either if done as a stylistic choice though but I guess you weren't going for that. There was also kind of a mismatch of different styles in the visuals. There were some hand drawn style elements and sharp very geometric shapes for pretty much the rest. I think it would have looked more uniform and cohesive if it was either or. And the background clouds didn't really fit either of these two styles. The wobble of the wheel due to the rotation pivot not being in the visual center was very noticeable and off putting probably because majority of other stuff was static and geometric. If you had leaned completely on the hand drawn style, the wobble would have fit in nicely. So just draw all the shapes too by hand and maybe even draw everything couple of times and loop these as keyframes to appear as very "messy" hand drawn sketch. But yeah, really kinda left me just wanting more content. I really enjoy tough physics games like these (ie. Trials, Getting Over It etc). Good job! 👍
Oct 6 14:29:41 39m 14s TARANIS ♥ 6 Finally! 😤 Screenshot 2021-10-06 at 17.05.47.png Soo, where to start. Let's pick the controls. They weren't great. Jumping was floaty, movement was slippery and the character got stuck on everything. The ground detection for jumps was also very fiddly. You pretty much had to be standing still a good length away from the edge to be able to jump properly. Trying to do a running jump? Forget about it, impossible! I'd rather have the C power be a toggle and not need hold it down. The camera work wasn't perfect either. Loads of blind jumps and the camera moved too much vertically with jumps so it was needlessly hard to see where you'd be landing. When running the camera also lagged behind so you'd only be able to see 1/3 of the screen forward as it should do the exact opposite. I highly suggest Cinemachine which makes camera stuff a whole lot simpler to deal with (especially for non-programmers). The forced waiting points were awful. Waiting is never really fun in a game. The horribly slow moving platforms (especially the one near the beginning that needed to move for ages and then suddenly change direction, mess your jump and make you wait for another cycle) and the "retry punishment gates" on the final section. And speaking of the final section, that was pretty much breaking all these "rules". The first part was just fine actually. The second part however was kinda annoying as the camera moved too much up for you to see the platform underneath so you pretty much have to guess the landing. And then for jumping again you gotta remember to jump straight up first. And don't you dare hit near the corners when landing on a platform as you'll just get stuck there. And if by some luck you manage to wiggle your way up from such a position, the huge acceleration and sticky inertia will surely kick you off the other side. The final jump on the final section was the worst. You have to just do it by faith and hope that the platform is moving the direction you think when you materialize them. And still the high speed they're moving is highly likely to mess up your jump. Well at least the music in the final bit slaps! There were quite a few visual glitches which I don't think were part of the glitchy look. The character sometimes disappeared when moving left. The legs kept getting stuck on platform corners as the body kept moving. And this looked annoyingly like something you should pick up. Screenshot 2021-10-06 at 16.58.18.png
Oct 6 16:41:30 2h 11m NauSea ♥ 1 So is it even possible to beat? After several tries and this was my best effort and at that point it pretty much dealt me an unwinnable situation. Screenshot 2021-10-06 at 19.18.01.png The barrel mission was utter garbage. The first time you encounter it, most likely the barrels will have rolled to some position where they can't even be recovered. So I guess that's where the annoyingly long just waiting time in the beginning comes to play. But still the fiddly physics and the unprecise movements could easily put you in a position where the barrels just block you from going to one side of the ship. Screenshot 2021-10-06 at 19.10.42.png So yeah, wasn't huge fan of the big amount of waiting that was needed. Just waiting in games is never fun. On my first run I had already gotten bored and locked myself to the mid left room with the table as there was no indications in forever. Screenshot 2021-10-06 at 19.04.17.png The usual game was divided into first minute or so just waiting (or fiddling around with the barrels unless they by some miracle want to co-operate). Then very casually running between tasks (and still having to wait between). Then at some point the speed just picks up to be too much and you're screwed. The arrows were not too easily noticeable. Some movement could be added and they easily could have been bigger too. It was quite often very hard to evaluate at what point they were pointing towards. Mainly for the second/top floor left side spots. Other than the barrel thing, the minigames were pretty fun and varied. They did get kinda repetitive as you learned the positions. Went for another try and beat my previous best but still ended up in a situation that just couldn't be beat. Screenshot 2021-10-06 at 19.34.14.png I think it's just straight up too RNG based. And the events start becoming so quick and frequent that it's impossible to beat them. Even the boxes on the bottom floor and lodge up the door and block your access to the leftmost spot. And the ladder becomes were quirky when the ship rotation becomes large. Screenshot 2021-10-06 at 19.31.58.png The controls overall were very loose and abrupt. Especially around the ladder. The character collider felt like it was some awkward shape which made pushing the objects unpredictable. But yeah, it was good. With better pacing, cleaned up controls and a bit more variety, it'd be awesome. Good job! 👍
Oct 7 14:26:20 21h 44m Durgon Outpost ♥ 2 Well that was crazy short. Or was that really the end? That one dude kept saying to come back later but just waiting (ie. walking around) didn't work and neither did talking to everyone else and killing all the rats. > I kind of cut content a bit there That's one way to put it... On my first run I did die to the last rat as I wasn't quite ready for how the combat worked. But before that I somehow managed to get misaligned from the grid. This remained until the end of the run, always being like third of a cell too much left. Screenshot 2021-10-07 at 17.04.34.png Was it just decoration or why was the grid missing on two different rooms? Screenshot 2021-10-07 at 17.08.18.png It was kinda annoying how you had to move towards the thing you were going to interact. There were no places where two different things would be next to you so you could as well check for all the directions for interactable cells. The combat was also quite weird. At some point you just couldn't attack the NPC but neither did they. Until you move some (and they just keep following you). Then somehow the attacking gets unstuck again but obviously you will lose (against some NPCs at least) as they just have more HP than you and you're always just trading blows. 🤷‍♂️ And the HP didn't update correctly either until you move first. durgon.gif Anyways, good job! 👍 It's a really solid base for a game but obviously very much lacking on the content department at its current state.
Oct 7 14:55:47 29m 27s Ines Table's Unstable Potion Factory ♥ 2 Well, it would really need to get more difficult as it gets further, I had to manually stop trying to actually fail on my final run. Screenshot 2021-10-07 at 17.40.33.png At first it was a really hard thing to grasp between the color of the label and the potion itself. But after few failed tries I really managed to hone in on the label. The conveyor belt "fail point" also felt very arbitrary. Would have made much more sense to destroy the potions as they fall off unless grabbed in time. Now that I went back for a bit more clicking around, I noticed that the potions were spitting out numbers as a countdown for the destruction. Didn't really become apparent while first playing as I grabbed the potions as soon as they appeared and then for the remainder of the time they were outside of my peripheral as I was watching/pressing the color buttons and the potion was in hand. And then when I glimpsed on success I saw the numbers but always just though that they were the score. The art style was adorable and the audio fit it well too. I just would have liked to see a bit more movement though. Just like the explosion and the aweet failure animation. Sadly when doing well the game was missing all those minor details and looked very static. And small things like increasing that "days without an accident" number would really have been a cherry on the top. There are also some quite funky looking glitches that can happen... ines-v2.gif Funnily enough, I've done a game with pretty much the exact same idea but completely different approach. https://anttihaavikko.itch.io/potions-frankly Good job! 👍
Oct 7 17:09:22 2h 13m Waiter, please! ♥ 1 Having to install java was bit of an annoyance. 😅 Loved the art style. Could have used some movement too and obviously some audio to back up the visuals. Controls wise I really would have preferred if it was drag and drop instead of click and then needing to click again. The drink images while grabbing them could have been a bit bigger too to ease returning them to the order sheet. The idea was super neat and pretty well made. I really did not grasp how the strike system worked at all. I was always clicking on green and on later runs I managed to keep the balance well too so I always had that wide green area. But still the strikes just appeared for unknown reason. Really would have helped to see when you were getting the strikes to understand what I was doing wrong. This ended up being my best run. Screenshot 2021-10-07 at 19.51.57.png Sometimes when going to deliver there were some strike symbols on top of the green lines. Was this me receiving strikes and if so, why? 🤷‍♂️ Anyway, always the game ending strike was gotten out of the blue while just loading/unloading the tray and while none of the order timers were getting depleted. At first it was quite unclear that the things needed to be put back too after delivering. Doesn't really make much sense story wise either that you're coming back from delivering the drinks and you still have them on your tray for some reason. What do the customers never accept their drinks and you pour them back to bottles? 😆 Or was it the waiter walking to the table and then giving out the orders? If so, it doesn't make any sense that you can first load up everything, then walk to all the tables one by one and deliver them at once when there. Does this bar have only one table where all the customers are sitting at? 🤔 It was possible to dupe drinks if you grabbed one as an order was clearing above. Then the order where you had grabbed a drink from moves up and the already grabbed drink becomes grabbable again. So you end up with one extra one which you can't ever get rid of. Making the balance stay at the center was actually very easy as it was completely grid based and even though I think there was some kind of weight system, they didn't differ that radically to matter much. Anyway, good job! 👍
Oct 7 18:42:32 1h 33m Topplecrown ♥ 2 Wow, really enjoyed this one! topplwcrown.gif Weren't the final two levels exactly the same on normal and hard? Well I did completely forget the solution of the pyramid when playing the other levels as hard and did have to figure it out again. Though I think I ended up in a completely different solution. But the final level was as easy as the first time as the AI really likes sacrificing its rooks. Which brings me nicely to the rooks. I really would have preferred them to actually look like rooks. The king piece crow tips looked a bit sharp too. A slight rounding would have made it look more pleasant as in real world there are really no 100% sharp edges. Other than those minor details, the game looked and sounded very eye pleasing with the calm color palette and non intrusive soundscape. Very polished stuff, kudos! 👍 The bridge on normal had a completely pointless piece too as the piece downstairs could just use the steps to get where the other one was and one rook was more than enough to deliver a mate. Screenshot 2021-10-07 at 20.21.27.png The hard version then game me some grief due to the block pushing puzzle. Was this actually the intended solution, I feel like I kinda lucked into it and that the proper one would have been to build a bridge pretty much like in the normal difficulty. Screenshot 2021-10-07 at 20.56.54.png The AI was surprisingly good. Well I guess it's quite straight forward to do an AI when there is only two pieces really (tops, in the majority of levels). Of course they did always unga bunga their rooks in the final level. Even on the normal one sacced em both for nothing but then on hard one they stepped it up and also took down one of mine in their double sacrifice. But of course delivering a king & rook mate especially when there are some additional walls. I constantly did go the same route on pyramid(s) and always was wondering why they didn't pull the trigger on my free hanging rook here. Screenshot 2021-10-07 at 21.04.49.png So I move up and they never crush it... 🤔 Screenshot 2021-10-07 at 21.04.58.png I didn't quite like how the AI practically won stales. Of course it's the way it has to be as a draw in a game like this would be impossible but they did like throwing in perpetual checks quite often. 😠 A quicker way to restart would have been nice too. Going back to menu, scrolling to find the level etc wasn't too fun. Even could go far as have an undo functionality since the AI always did the same moves as a response anyway. Also needing to pick your piece to move every single time was annoying. Especially on the single piece levels even though the multiple ones could have also remembered your previous moved piece. Oh yeah and for compo using existing sounds is kinda a no go (especially as is, as a part of something bigger maybe a more gray area). And so pretty much is updating the game after the jam unless there are some huge game breaking bugs. Which I wouldn't consider these... Screenshot 2021-10-07 at 21.38.15.png I do notice now that you mention it and the original version (windows only though I guess) can still be dug up but mainly linking to the updated version seems kinda iffy. 🤷‍♂️ Anyways, good job! 👍
Oct 9 10:46:05 40h 03m Crumbling Mind ♥ 3 That Mac version doesn't seem to start up. Screenshot 2021-10-09 at 13.17.24.png I did try the usual `chmod +x` trick too but not luck. After a bit of googling I found this one being a known issue with Godot exports (which this seems to be) which worked! ```sh sudo xattr -rd com.apple.quarantine ~/Downloads/Crumbling\ Mind.app ``` But yeah, nice game! Really smooth and good looking animations. Didn't quite like the turning animation here. That works in some games but didn't really seem to fit here. The character really controlled very nicely too which isn't a common thing in jam platformers. The jump felt good and the acceleration/speed was on point. Screenshot 2021-10-09 at 13.30.49.png It kinda lacked in the audio department. The music was awesome and did a really good job at painting the desired (I guess) mood but could really have used some sound effects as well. The main depression/anxiety mechanic seemed like a pretty pointless thing. Depression was a sure run killer unless you were already close enough to a teddy bear or already exactly knew the route forward. And anxiety on the other hand did pretty much nothing to hinder the play at all, maybe even making it more enjoyable. And of course it looked cool! 😎 I'm a sucker for nice full screen shader effects and really enjoy doing em myself too. One thing I really loved about Godot was the ease of adding those compared to Unity which I usually work with. Gameplay wise it was littered with blind jumps (even more so with depression) and choose a path spots which pretty much never are fun to a player. Some better camera work and having it be a bit more zoomed out would have helped here. For example the camera could have actually looked a bit forward instead of pretty much the opposite how it now behaved as it was dragging behind the character so only about a third of the screen estate was used for "valuable information". There already seemed to be some limitations on the camera y-axis movement which was nice but could have done some more as there wasn't that much verticality and it was ofter more needed to see what would be under you. Anyways, that's about all the critique I can come up with. Good job! 👍 **edit:** Oh yeah forgot, there were some points where the ground detection wasn't working quite right and it allowed kinda double jumping. crumbling-mind.gif
Oct 9 11:26:54 40m 49s The Markus Polo Hostage Situation ♥ 4 Pretty neat! So first off I was faced with this, a fraction of the input text was clipped off. Playing in not full screen almost fixed the issue making it still be readable though. Screenshot 2021-10-09 at 13.50.38.png The game was way too linear for such a genre in my opinion. You couldn't really do anything that wasn't intended and even the correct solutions were completely spoon fed to you. Any of the choices you did prior to the last one didn't really matter either. They were just one extra sentence and loop back to the previous point. The only point really I think that didn't outright give you the answer just before you needed to type it was the searching the web. And even then you couldn't possibly know the answer the game was looking for and it then tells you the solution. Screenshot 2021-10-09 at 13.57.19.png So yup, really didn't take any advantages from the text adventure genre and could have as easily been just multiple choice game. I guess all that time save coming from not having to implement the text interpret engine could have then gone to make the story branches a bit more interesting. The story was actually pretty well done. I usually don't expect to see such even in story focused jam games (and usually don't either). But this was simple enough and told in a way to keep the interest up. Kudos! 👌 Well yeah, this is exactly what is was trying to do... Screenshot 2021-10-09 at 14.09.16.png I don't think a "banker manager" is a thing. Was it just a hack to not confuse "call bank manager" and "call bank"? 😅 Screenshot 2021-10-09 at 14.04.03.png The music had this one point that really reminded of Gwyn fight track from Dark Souls. I was fully ready to meet a flame sword wielding old man and parry the crap out of him. 😎 I did all three endings but still think my first original one was "the best" one even though the game didn't feel that way about it... Screenshot 2021-10-09 at 14.08.57.png Anhyways, good job! 👍
Oct 9 14:14:57 2h 48m W O B B L E ♥ 2 Pretty damn cool! 😍 Screenshot 2021-10-09 at 16.50.09.png Simple yet nice aesthetic and the music slapped pretty hard. Everything read very well and was easy to get a grasp of the mechanics. Probably the longest credits sequence I've ever seen in a jam game. 😅 I think I ended up pretty much cheesing like the latter half of the game. wobble-cheese.gif Even in the final bit of the final level I think I literally found a way around all the designed obstacles. wobble-end.gif The controls department could have used some love. The character movements felt very abrupt and fixed jump was kinda iffy too. The block grabbing was quite finnicky. You never knew which way to boxes might want to rotate when you grabbed them and they surely would have needed some more mass. They also bounced and wobbled around like they were made out of polystyrene. Considering how many times you had to pile some boxes to make a tower, it was like the hardest thing in the game as the boxes behaved like they were in a 10 richter earthquake. And that whole grab auto releasing thing felt very awkward but I guess that was done to try to avoid the exact cheese I managed to abuse anyway. The difficulty curve was nicely smooth and at no point it got too hard. For me at least. Could have easily done with a handful of even more difficult levels. But I do enjoy hard games and by looking at the other comments, I guess this could already be considered on the hard side of things. As I said, the music was awesome. The sound effects not that much though. I think there was some mention about them being glitchy on Chrome and I did play on it. Some of them sounded a bit harsh. But definitely would have needed a bit more variety. I found the lava wall completely pointless and just straight up annoying for first playthrough. Probably a completely separate timed mode or something like that would have worked better or you could just give them a grade based on speed. But killing player in a puzzle game because they can't do the solution fast enough doesn't seem like a good idea to me. Hiding the tutorial image about two same color box touching was pointless as you pretty much forced the player to see it happen first hand before showing the image itself. Anyways, good job! 👍