I really, really wanted to give this game a perfect score. It was my favorite, a really nice, self-contained and consistent little puzzle game with good mechanics.
Thanks for the kind words JPetrie (Yeah, changing your username doesn't fool me :D ). Definitely the best thing about this competition is the spades of feedback!
I'm pleased you liked the game!
Some of the puzzles are fairly easy to just brute force
Yes, in fact by my reckoning brute-force is sure-fire tactic at least up until the teleporter levels. The teleporting being the only potentially-irreversible action that's possible in the game. Apart from that it's always possible to undo any previously-taken actions and effectively rewind to correct any mistakes you may have made.
and for the rest once you have them there isn't much replayability. Adding some kind of "par" mechanic or some ways to have an idea of what switches might do what, what teleporters could go where, et cetera, could improve that.
You probably won't be surprised to hear that replay-value wasn't a high priority for me. Some kind of par mechanic might well do it though. Also, have you ever played Loved? That game manages to entice a 2nd replay so that you can make alternative decisions. The disembodied speaker in my game doesn't drive you to make any decisions, but (s)he could do...
Visually linking the switches to the shadowed areas was in my original mock. Alas, it wasn't critical so it never got done.
The light switch and teleporter sounds were a touch grating.
You're not the only one to think that, I think it was Thaumaturge that made the same comment.
Everything else was solid and I'd love to see this game expanded with more blob types and more polish.
My early concept included at least 1 or 2 more blob types for the competition (a 'fast' blob that moves in long straight paths and can't turn until he collides with something and a 'strong' blob that can push blocks around a-la Sokoban). There was also a handful of other blob types that were concocted but which I knew I would not attempt to implement for the competition (jumping/flying blobs, big/small blobs and maybe some others that I've forgotten).
Unfortunately I didn't have the time to implement any more blobs; and of course each additional blob type means designing and building 2-3 more levels to introduce and exercise the blob, which also takes time.
Fun fact #1: My teleporting blob wasn't in the original plan, my wife suggested the idea of a teleporting blob mid-way through the competition; I liked the idea so much that I prioritised it above the 'fast' and 'strong' blobs. Clearly it made the cut while they did not!
Fun fact #2: The teleporting blob was originally 'silver' in colour (ok, grey) to be all sciencey and even though I changed it to purple it is still represented with a 'g' (for 'g'rey) in the map files.