Pretty easily, just seeing that they didn't move when rotating in the first level was enough. That being said, it never hurts to explicitly tell things to ensure everyone understands.
Makes for great puzzles, but I sometimes felt overwhelmed by all of the different possible actions that I could make. It can also leads to multiple solutions on certain levels.
Yes, though the room rotations are very sudden and so it's easy to lose track of a certain block you're watching. This is especially true when changing from one axis to the other (as it seems the room resets to its base rotation when doing so).
Not all the time. As mentioned above the room rotations were often very sudden and made it hard to track which block went where (again, especially hard when switching rotation axes). I also personally felt the mouse sensitivity to be really high which didn't help. Another thing is that I often didn't know where I should be trying to go. Perhaps an indicator that shows where the goal is, even through walls would help (this might not work for levels where the goal moves when rotating).
I was often improvising by going through each rotation possible and acting on which one seemed best whenever I was on a non-moving platform. This worked until the last level where I had to plan ahead since you need to know which way to rotate the room mid-jump.
The movement and rotation keys felt natural but the key placement for the rotation axes felt quite abstract. I get that they're mapped to their corresponding letters, but you have X and Z right next to each other (on QWERTY keyboards, at least) and then Y is really far from everything else. I feel like having everything close to each other and consistent would make it easier for the brain to understand and get used to. I suggest something like Z, X and C or 1, 2 and 3 for the axes, leaving the rest unchanged.
Something to consider is that I found the sudden rotaion of the room to also be hard on the eyes. I don't really know how else to express this but I feel like it the rotation was slower, then it might be better (though this would perhaps break the idea of the last level).
Another is that if you're close to the walls of the room and rotate on the Y axis, you can easily get pushed off the platform you're standing (on top of everything looking really glitchy as you see though the wall that's pushing you for a brief moment). I believe this could be fixed by simply making the rooms larger.
At first I didn't understand that reaching the goal advanced me to the next level because the fail sound was played (I thought I died and restarted). This lead me to think that the goal was an obstacle that I had to avoid, which left me confused as to what I was trying to reach.
Pretty easily, just seeing that they didn't move when rotating in the first level was enough. That being said, it never hurts to explicitly tell things to ensure everyone understands.
Makes for great puzzles, but I sometimes felt overwhelmed by all of the different possible actions that I could make. It can also leads to multiple solutions on certain levels.
Yes, though the room rotations are very sudden and so it's easy to lose track of a certain block you're watching. This is especially true when changing from one axis to the other (as it seems the room resets to its base rotation when doing so).
Not all the time. As mentioned above the room rotations were often very sudden and made it hard to track which block went where (again, especially hard when switching rotation axes). I also personally felt the mouse sensitivity to be really high which didn't help. Another thing is that I often didn't know where I should be trying to go. Perhaps an indicator that shows where the goal is, even through walls would help (this might not work for levels where the goal moves when rotating).
I was often improvising by going through each rotation possible and acting on which one seemed best whenever I was on a non-moving platform. This worked until the last level where I had to plan ahead since you need to know which way to rotate the room mid-jump.
The movement and rotation keys felt natural but the key placement for the rotation axes felt quite abstract. I get that they're mapped to their corresponding letters, but you have X and Z right next to each other (on QWERTY keyboards, at least) and then Y is really far from everything else. I feel like having everything close to each other and consistent would make it easier for the brain to understand and get used to. I suggest something like Z, X and C or 1, 2 and 3 for the axes, leaving the rest unchanged.
Gamer with a capital G.