The scope of this project was significantly bigger than my previous projects. For one, I have worked almost a full year on it in my spare time, mainly during my commute to work. I am particularly proud of these features:
Level design: I have crafted almost all puzzles around a particular aspect of the mechanics of the game. Therefore, each level brings something new to the table, like a new mechanic, an unique interaction between two obstacles or an interesting layout. This will keep each level fresh and surprising.
Hints system: In the final stage of development, I started sending out test builds to people to get some feedback. This was the most-requested feature from the testers and I knew I had to do something with it. I ended up with a system that would allow the player to browse the solution to each puzzle in an intuitive way. Even though it might make the game a bit too easy for players without having to try each puzzle in earnest, I hope this will at least allow dedicated players to get a small nudge in the right direction if they get stuck.
Aestetics: I feel I have really worked within my artistic limits. The game has a consistent style and communicates its features using clear symbols. I particularly like that you are able to clearly see how the puzzle works from the level select screen, due to the distinct obstacle graphics.
Level editor: Although not really part of the game itself, this tool really helped me iterating on each level and easily improve the existing puzzles. I have used the excellent Dear ImGui library on top of some custom code of my own so I could create and edit levels in an UI that was tailored to the game. This allowed me to hook up tools like an auto-solver and enforce sanity checks thoughout its use.