If you even failed to figure out there's a key for undoing any number of last moves, the game is indeed not for you.Most of them left no room for error, which became tedious when you have to start a puzzle for the tenth time because of an unfortunate move
I put 20 hours into it and feel mostly the same. For every clever puzzle that made me smile there was another obtuse one that just has you meticulously push blocks around in a very specific order to get it right. A complete mixed bag that left me feeling exhausted.I played the game for a solid hour before refunding it. Not a very long time, but enough to clear all first world. While the idea felt great, I found the implementation lacking. For every "think outside the box" puzzle there was ten more "push blocks around no mistake allowed". Most of them left no room for error, which became tedious when you have to start a puzzle for the tenth time because of an unfortunate move ; I often felt was being railroaded on invisible rails. Creativity being usually punished (or disregarded) since you have to walk the steps designed by the developer, making a terrible waste of an otherwise well-thought system.
I can't disagree about the obtuseness of some later puzzles when the game goes all in on exploiting its edge cases, but I think that's the price you have to be ready to pay for the sheer amount of creativity and variation the dev pumped into this game. Even after finishing the whole game (with some helpful hints, there's a great website for that), I can't say that I really grokked the interactions with some complex verbs (fuck you Swap) or word stacking in general. A few of the solutions I had to look up left me feeling I wouldn't have figured that out in a million years.I put 20 hours into it and feel mostly the same. For every clever puzzle that made me smile there was another obtuse one that just has you meticulously push blocks around in a very specific order to get it right. A complete mixed bag that left me feeling exhausted.I played the game for a solid hour before refunding it. Not a very long time, but enough to clear all first world. While the idea felt great, I found the implementation lacking. For every "think outside the box" puzzle there was ten more "push blocks around no mistake allowed". Most of them left no room for error, which became tedious when you have to start a puzzle for the tenth time because of an unfortunate move ; I often felt was being railroaded on invisible rails. Creativity being usually punished (or disregarded) since you have to walk the steps designed by the developer, making a terrible waste of an otherwise well-thought system.