I'll try to keep this one short. Really the hardest part about Relocator for me was saying goodbye. There are 17 levels in Relocator - originally it was closer to 30. The problem was that during playtesting, I kept noticing players would be having problems during seemingly simple levels. The problem ultimately wound up being that I made two puzzle types - ones focused on construction, and ones focused on timing. Switching between these two mindsets was blocking my players, as they'd get used to one then suddenly have to shift their way of thinking about the mechanics and how the worked together. I ultimately wound up cutting the construction style puzzles and feel the game worked much better for it. While I really really liked some of them, overall they weren't as intuitive or as strong as the timing based puzzles.