@jaco-van-hemert Thanks for playing, great feedback. You raise a really good point on an undo button... we defn don't want to punish players for making an unintentional move, so undo is a nice idea. I wonder if making the "next up" object clearer if that would mean less mistakes.
Excellent suggestion on "see what you're about to place". It's something we wanted to do but didn't find time for.
I'm thrilled you had enough fun to play until the 3rd mission. I think it is winnable but it's tough as nails.
Thanks again for such thoughtful feedback and taking the time to write it up.
@hoeleboele Thanks! Good to hear it was intuitive enough to figure out on your 2nd go.
@cole-hutson Hells yeah, so good to hear that you enjoy this type of game and that our little jam hit the right notes for you.
@rjdrag Tx, that's a good insight. The crates do play a larger role in the later missions, where if you don't pack 'em neatly you'll run out of space. But agreed that it would be nice to make the feel more central earlier on.
@skitefall Hey, that's a real interesting idea with the boxes... making them influence fuel usage. Agreed with your points on the UI layout, we didn't find time to address those. Thanks for writing up your comment!
@archaeognathus Aw yeah! "calming music and puzzle away" was just the kind of vibe we were aiming for... so good to hear it hit those marks for you. Thanks for sharing that.
Good insight on the difficulty. When balancing (I'm very amateur at it) I tried to have fuel build some kind of tension and then release... something like "oh I need to focus on fuel now" and a few moves later "oh dang, I need to manage boxes better". It sounds like I partially managed that but wasn't quite as rewarding for you as I'd hope. Anyway, great feedback, thx!
@harami “plants vs zombies” + “2048” + “raft”... not only is that flattering and insightful... but you clearly have great taste :wink: Thanks for sharing.