Hello! We're IXILL!
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Starting now and leading up to Funimal's release next week, we'll introduce the game's key design points, sharing behind-the-scenes development stories along the way!
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[Key Feature #1]
★ The comfort of knowing it can be cleared within five moves
We developed Funimal aiming for it to be enjoyed by people of all ages!
We focused on visual, feel, rules, ease of understanding, etc...
However, we didn't set any particular limit on the “number of moves.”
Early prototypes had players experimenting with around 10 moves as the upper limit.
Finally, when the puzzle prototype was ready and we got internal test players to try it...
Feedback we got found that some players were “trialing and erroring until they hit zero moves, leading to a sense of frustration.”

While we deeply appreciate that kind of reaction, repeating 10-move trials over and over is tough and tiring. Some players would get bored with the challenge in the end....
Plus, it purely increased the “thinking difficulty,” so we had to do something about it!
That's when we decided to rethink the move count.
After this process, the final version of Funimal has a clear “path to the solution” because it can always be cleared within 5 moves.
This balance makes it enjoyable to think through and experiment with trial and error.
We'd be happy if you enjoy it!
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Next time, we'll introduce the specifications considered for “How to make trial and error even more comfortable...?”
Thank you for reading this far!
