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So I think the most confusing thing about this game is that it's not obvious what the different block types do. When I first started the game, I saw I had "magnet" blocks, and I assumed they should pull towards either each other or other blocks (just based on my intuition about what "magnet" might mean). But instead when I dropped them it seemed like everything flew off the platform, which felt so intuitive that I thought it was a bug.

It wasn't until much later that I learned magnets are attracted to the metal blocks and repel magnetic blocks. And now finally the behavior made sense!

I think it would probably be a good idea to make each block look visually distinct based on what type it had. This would serve two purposes: First, it would help with the issue I mentioned, as if I saw that the magnet blocks appeared to specifically be repelling other magnet blocks, I may have had a better intuition for what was happening. Second: As the game gets more complex, it becomes difficult to keep track of which blocks are which for everything you've already dropped. Making block types have unique sprites would help with that.

Once I did start understanding what the different types do, I have to say, I think they're pretty cool! Having these various physics-based elements, combined with like, deckbuilding elements, is a pretty neat combo! I like, for example, the mushroom blocks, which seem decently strong. I also kinda like the interplay between metal and magnet, although I think that magnet blocks are kind of bad due to how they repel... if you get two magnets right after each other while stacking, the best strategy might be to just dump one to the side...?

It does seem like the blocks you earn on one run carry on to the next--which is a good thing, because otherwise I think level 2 might actually be impossible. With only ~6 blocks if your blocks didn't carry over, I'm really not sure how you would get as high as it wants you to.

So right now, with the blocks carrying over, the game is in a weird superposition of like, idle game, roguelike, deckbuilder where you have to repeatedly get through level 1 and then die on level 2 to get your deck good enough to beat level 2 (because you keep adding blocks every time you pass level 1). I'm not sure if this is what you were going  for but it is actually a kind of satisfying loop.

The art and music are also quite nice!