Thank you all for playing and your feedback, it is really useful and encouraging! I've taken note of some issues I need to address, specially those regarding movement controls and the level pacing.
The latter issue comes down mostly to lack of content. I do want those first levels to be easy so the player learns the mechanics naturally without having to implement a hand-holding tutorial BUT past those first 2-3 levels I should definitely offer a decent amount of content offering some fair challenge. The last level, on the other hand, is the sandbox level I used while developing the game. Since I realised I'd run out of time for level design and I had managed to beat it a number of times myself, I decided to keep it as some sort of boss level. Since it doesn't really offer new mechanics I assumed it would work, but I agree that it's too harsh, especially since there are very few opportunities to place corridor + wall blocks in reasonable spots.
@gabriele If the goal isn't reachable AND you can't reach any scrolls either when you place a block you lose. Could you remember if that condition applied? Even then, I fixed some of those false wins/losses during development and while I haven't been able to reproduce it on the finished build so far, perhaps there are still some corner cases left. I'll look into it, thank you!
@yeomsley You're right. For the first iteration I decided not to randomize the scrolls because a full shuffle could alter the balancing. Smarter alternatives like assigning a block to a scroll by picking a random item from a scroll-dependent set of choices, to name a relatively simple one, would have taken a time I didn't have so I decided to be safe. Because of this, at the moment memory definitely plays a role, specially on smaller levels (and well, on the final one you end up learning where the walled corridors are to avoid them like the plague :grin:). Something else I would have liked to test is if being able to see the available types of blocks on the level screen could play a role in the way players approach the level.
@walkingtall85 That was weird. The shaking may happen occasionally from move to move, but it's not super frequent. I want to polish the controls and hopefully fix both the game feel and glitches like this. Were you using a keyboard or a gamepad?
@jupiter-hadley Thank you for playing! I remember you mentioned on the video being able to fill the map and that was something I'd considered. When I play games with a strong focus on exploration I always like to reveal 100% of the maps, and for this I had thought about having a goal that required you to fill the map (or at least a minimum percentage).
@blobo Thank you! I was fearing the theme connection would be hard to perceive :sweat_smile:
@webox I definitely agree. I'm a coder by trade, and level design is something I'm still getting better at, but it's true time constraints don't make it easier :smile:
@gamefive I can't promise a lot because every time I say I want to keep working on a game it tends to vanish from my focus after a few weeks, but I'd definitely like to add more levels (and hopefully new elements) to a post-compo version.
@talia Thanks! I've been a massive Greek mythology nerd since I was a little girl, so I was looking forward to use it as a setting for a game. Noted your criticism about the controls, I reaally need to fix them.