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Comments (2)
the idea is very good but some things make the game feel more frictionful than it could be:
it's not always clear if i have drawn the path in a way that the box touches a wall
when i accidentally stop drawing a path too early, it gets confirmed as if i finished it and i can't continue drawing it
tiny bumps in my path slow down the box subtly
it's frustrating when i have to try the same solution many times because it's difficult to release it with the best timing
these issues could be solved by making the game grid‑based and turn‑based:
if the path is restricted to a grid, it's crytsal clear if the box will collide with a wall:
on each turn, the box only ever touches a wall or an empty field, nothing inbetween
when the smallest unit is a big grid cell, it's easy to pick up the end point of an unfinished path and continue drawing the path.
it's even easy to draw over already‑drawn points to retract the path
if the path is restricted to big grid cells, any bumps in the path can only ever be placed intentionally for solving the puzzle
on grid‑based terrain, it's clear how the boxes and obstacles move:
one field per turn