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that is the thing it is subtle (meaning easily missed if you are not looking for it), so where as I have completed all but (2 worlds since you told me this. I only thought it was only) 1. and I have found with games that I have worked on in the past even if you have a subtle art style, or simplistic controls; everything that you do not explain to the player is effectively a barriar for entry that can lead to frustration (though if you introduce things one at a time then this can minimize these bariars assuming that you give the player ample room to test it), so sometimes you might have to depart from style, or simplisity for maybe a moment to either explain something to the player (like the "help"/"hint" tiles), or show them something they need to see (this would be like the bouncing red arrow over the next thing you want them to do, or showing them the solution, or steps towards it if they fail enough).
I understand the overall style of the game: have the player figure out as much as possible on their own, and allow them to reward themselves for figuring it out by basically coming away with "hey I just figured out how to do that, and I feel proud" (but it does this by litterally telling the player "you have failed try again/rewind", or when the player has put themselves in a situation where they cannot proceed [the growing squars], or elimiating something you needed as a step, but there is a limit where what if the player can't figure it out exactly on their own (hence the "hint"/"help" tiles). trial and error success is a reasonable way to learn when we are given a chance to fail (the actual levels), but when in a trial, and error game you give them something they can easily miss visualy it can be frustrating.
come to think of it the only thing truly subtle about this game is that one thing with completing worlds. everything else is not subtle, but just simplistic (this does not devalue the thing, challenge, or what not it just says "all you need to know is 1, 2, 3, and now go")
back on topic:
I don't know if this a bug, or just something that was never seen. when you hit reset "R" for a level it does not clear the move stack. hence you can rewind past the reset. almost like the reset is simply added to the move stack. this can be slightly frustrating when trying a whole bunch of things, and rewinding a bit. hitting reset, and then rewinding past the reset.
steps to recreate:
perform a move to another tile
reset level
hit rewind once
result you should be in the location after you moved, but before you hit reset. realistically if I hit reset I should not be able to rewind past the reset, so maybe just clear the move stack when reset is pressed.
I also thought that the towers are introduced in the world you have to complete before you reach LESSON?! Could be at the same time, I don't remember anymore. But I enjoyed the two levels although it took me quite a while to figure them out. They show you that it takes at least the same amount of effort to craft a solvable puzzle as actually solving one.
A proper level editor would be nice, that's true.
yes creating a puzzle that is solvable is a feat upon itself, but for the entire game there is "here is a puzzle solve it", and then randomly without provocation, clear direction, or real information on what is expected here is a at least a sudo-level editor and the only directions given for the first one are to the effect of "place more towers" (through some arcainum this might be figured out what it means), but the other is even worse in arcane directions "complete the level" this can mean anything, and realistically all my suggestion was for these levels was "make the directions more clear" I never said to take the levels out, but just explain to the user what they need to do more clearly. Lessons: "create a level, and place towers, so they resonate perfectly", Half-plain:"create a level so a half-painted plain can plant every open tile" then maybe some tooltips on the buttons at the bottom
the known ♥♥♥♥♥♥♥♥♥♥♥♥ that was missing to make the level editor fully featured was 3 types of bariers (flat to surface, colored cube barier, and white box), freeze pads, larva, whale, incubators, cutters, cuttout gates, goal tiles,paintable tiles, selecting color palet/floor design (these could just be static choises made a level save), and the ubiquitous inporting/exporting of files, and you have all the functionality that I can think of in the game (that is not already seen in the editor levels). granted the hardest parts of this would be file formating/aranging, and then integrating.reading these files into the core game.
Thanks for the feedback. I'm happy with the game as it is, though that doesn't at all invalidate your personal experience. (it's an old game - while you've gone into detail, and I appreciate that, after a certain point one moves on and prefers to focus on new things rather than continue to deliberate over old ones).
Best,
S