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(3 edits)

The game packs a lot of ambience for what seems a minimalist design at first glance.

Regarding the difficulty spike mentioned by others, I want to add the context/defense that while, yes, the complexity would suddenly ramp up, each underlying mechanic was properly introduced beforehand. We were never overwhelmed with new info or even thrown two new things at once. I do not see any flaw in the design. Though I guess a gentler difficulty curve could retain more players, which is far more important than what I think.


Feature suggestions that I would have personally benefitted a lot from after getting stuck and needing to come back a different day:

  • Level checkpoints.
  • Limited-use (once per restart?) undo button.

But I understand how that second one could be seen as undermining the challenge of the puzzle.


This may be intentional design, but:

Block C moves when I push B but block A did not despite the link.


“Est. playtime: 10 minutes” Is this a taunt? Do you wanna fight

Thank you for playing and leaving such detailed feedback! We are making a level picker and an unlimited undo system. Coming soon. 

As for the peculiar case you mentioned, it is somehow both intentional and unintentional. The consequences of the binding can be weird sometimes. Internally, bound boxes get moved by binding only when a bound box is directly moved by the player. In this case box C is moved, but it is actually being moved by box B being pushed by the player, so that's why block A doesn't move.  This is somewhat unintuitive as it is so it is subject to change in the future.

As for your last point. Well, it was but an estimate! I'll check out your submission.

That implementation makes sense, was just pointing it out in case the behavior was unintended.

It can feel unintuitive on the very first impression but it also immediately communicates how the power works (and how it doesn’t). It’s good.

Thanks for looking at my game, the estimated playtime to win is 1 minute 19 seconds.