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There's definitely a reason this mechanic didn't make it into the final game. But I guess someone's gotta try the best they can to make it feel like it fits. It feels kinda like conversion gel in a way, where levels are either free to the point where they aren't even puzzles anymore or are just way too restrictive to be fun. I tried to make the mechanic more approachable in chambers like Gel Gymnastics where the way you coat the panels wasn't strictly uniform, but I suppose the solution itself is always going to be the same.
Live Fire I think was my weakest in that regard, just a super long confusing laser path that's finnicky to aim properly So yeah, I definitely get the criticism
Hey man I appreciate you took the time to reply to a "relatively" old comment. First I wanna apologize for the aggresive way I communicated my reflections upon the design. In hindsight I remember been quite frustrated and a bit mad in the relation of how frustrating it was versus all the potential I saw in the level design (cause it was really good and saw so much potential for fun puzzles and intricate solutions that did look interesting even at first glance). it came to a point that I felt the struggle of all the time it would have took to create all of this and the end result not living up to its potential solely because the mechanic on which was based wasnt polished and grew even more mad and frustrated cause I really wanted to work. Anyway I will try and revisit it and see If I can provide better and more constructive criticisim for this particular tests.