Hello there!
Before I get to
this game, I want to say - I've also tried
your other game, which is, like all your previous games, a strategy. And pretty hardcore may I say.
I don't play strategies much, even those mainstream high polished ones, so digging into a map that looks like actual rust growing on my screen where every action is actually text-based - I mean I tried, but I just did not manage to play enough (and get deep enough) to write a "review". I had both positive and negative feelings, it just didn't feel like my comments would do enough justice, considering it is a complex game and I just did not put in the time.
That was like two days ago - and then I noticed this, newer, piece.
Now I could see immediately that you've jumped a genre. From a turn-based strategy to something like candy crush? I'm not saying that it's bad, and it's actually a genre where it's easier to learn some of the "tricks of the trade"... I just hope that you're not giving up on strategies alltogether, I do think there is a potential, it would just need some changes (size of changes depending on how broad would be the desired audience).
That being said... I didn't get far in this game either. xD Half the reason is the genre itself tho. While it is much faster to test/review, if I were to
play a game, I'd rather play a strategy than candy crush. But that's just personal taste (shooters and RPGs are my main genres btw).
I do have three notes:
1. Shift was not working for me as a key, so I had to press the "shift" button with my mouse. Which was super extra mega frustrating and sped up my leave by 10000%. :p
2. I kinda expected something to be happening in the game. In the description below there is a mention of making a cross etc, which I did, but nothing ever disappeared, I did not get any points... is the board supposed to stay the same until I sorted out exactly 4 sections of color? Maybe I just didn't figure it out, but if this
is how it is meant to play, I'd strongly recommend adding some inner mechanics to the board, because a simple act of moving colored blocks around won't be engaging enough (i think/fear).
3. This is just a... kind of a "where to next", kind of a warning? 'Cause simple games like these usually require lots of "eye candy" that compensates for lack of depth. If I were to say, "your strategy needs to look better", I'm basically just talking about balancing colors and fixing few eyesores. But when, instead of a strategy, it is something like candy crash... suddenly you need to figure out how to make things look "shiny". And animate everything, even just how the rows and columns move. Mostly because gamers who play these games expect it (presumably).
(on the topic of visuals - i would separate the help screen from the board screen: after I've learned the rules and controls, I don't need them on my screen)
Hope these help gain some insight.
Whatever you decide to focus on next - Good luck and godspeed!