Hello! We're IXILL!
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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 #2】
★ Clearly Define “Clearable Moves”
Continuing from last time, during internal playtesting.
Funimal wants both puzzle newcomers and experts to enjoy playing!
So, that’s why we added a little challenge element called “E-CATCH.”
This tells you, “You can clear this stage before your remaining moves count reaches this number.”

※This is the part in the pink □.
This feature was just meant to be a lucky find for those who noticed it at first,
so there was no explanation at all.🙄
During testing under those situations, when I asked someone who wasn't good at puzzles, “How's it going?”,
they replied, “I just can't get it no matter how many times I try, so I stopped halfway…”
When I told them, “You can clear it within this number of moves, for positive!”
they said, “I wish you’d told me that sooner!”
Then, when I shared this with other test players,
I was doubly surprised to see everyone playing easily!
...That's why,
in the final version of Funimal,
Pikke gives a clear explanation of the “E-CATCH” !
Since it's clear you can clear it within this number of moves, Funimall's feature is that you can play with a smooth, Redo-friendly style.
This experience really made me realize how important that sense of safety and peace of mind is.
By the way, if you achieve E-CATCH on every stage within an area, you'll get a little extra entry added to the Encyclopedia 😊
We haven't shared this info before because we want you to enjoy discovering it for yourself when you first play.
We'd be glad if you challenge yourself to achieve E-CATCH and enjoy seeing that change too!
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Next time, we'll introduce “The Pixel Art Funimal Aimed For”!
Thank you for reading this far!
