Hard puzzles are fine. Unskippable hard puzzles are less fine.
You might want to make it much clearer what the aim is, and if there are multiple solutions. Bullet points might be useful? I don't know what I'm supposed to be lining up - vertical colours? Horizontal colours? Vertical shapes? Horizontal shapes? Vertical colours and horizontal shapes (etc etc).
Sliding block puzzles normally start with very simple levels - move one block to win. Perhaps if I'd played a couple of tutorial levels I might stick at it.
Sorry this all seems negative! I'm trying to at least be constructive.
Shapes and colors (independent of each other) can be matched horizontally and vertically. Maybe I should somehow indicate when they are "locked" and that would be enough.
Actually it's a one-off puzzle to unlock a door to another level and it does not repeat. So, there's no time for tutorials.
I guess I will make this one optional, and maybe just create a simpler puzzle (say, colors only) for the unskippable door lock.
No offense, but it's not fun/interesting enough to get over the challenge. It's hard, to me, since the tile movement isn't intuitive to me, but it doesn't really keep enough of my interest to try to figure out how to solve it. And I consider myself a fair fan of puzzles like this.
It's not "hard", it's just obfuscated as it stands. I chose one of many plausible success conditions to work towards and got one step away due to what seemed like a parity error and quit.
Yeah I figured, but I didn't know if there was an actual parity error because I was working (impossibly) towards the wrong solution, or if there was a hard part that I might still work through and still arrive at a wrong but plausible solution. Does that make sense? There are enough ambiguous elements in the puzzle that make it kind of cat-mustachy and unrewarding. Do the symbols mean anything, or are they just differentiators? One of them is the reverse-space image of one of the others, is that significant? One of them is a unit block - maybe they go in order of unit block count? What's the physical analog or metaphor of the lock, like pins and tumblers or? Should colors be aligned vertically or horizontally, or not at all? Is there a unique solution?
I see. I guess I need to work on this, make the symbols more distinct or something. You only need to align colors and symbols in either rows or columns, so there's multiple solutions.
I thought it might be something like that. I've never been able to do them. I just find them frustrating and quit.
I do play various puzzle games, but I'm not a huge fan of this particular type. For me personally, it would put me off your game, especially if the failure to complete the puzzle stopped me progressing.
I can't speak for other people. I may just be weird.
Actually I fear that other players might feel the same. The rest of the game is 2D puzzle platformer which is a completely different type of puzzle game, so I'm considering to make the door puzzles optional and not blocking.
You might want to make it much clearer what the aim is, and if there are multiple solutions. Bullet points might be useful? I don't know what I'm supposed to be lining up - vertical colours? Horizontal colours? Vertical shapes? Horizontal shapes? Vertical colours and horizontal shapes (etc etc).
Sliding block puzzles normally start with very simple levels - move one block to win. Perhaps if I'd played a couple of tutorial levels I might stick at it.
Sorry this all seems negative! I'm trying to at least be constructive.