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The lock delay feels a bit too quick, making it tough to perform precise, last-minute slides. It would be great to have some form of DAS, even if it's slow.

The clear mechanic to replenish the light is an interesting concept, but it feels somewhat pointless when you can just use the O piece in that one specific spot.

When you make a mistake, it's not easy to fully clear the area. Maybe the game could be more forgiving and create some kind of explosion that causes nearby blocks to fall and flatten out any holes. This could even lead to a chain reaction, clearing multiple lines in one go. Or it could simply be a traditional explosion that removes nearby blocks.

An idea I had was to have 3 magic cubes which you can use at any time to replace the current piece with this cube, and the use the cube to collide with existing placed blocks to clear them or the area, would be kind of like having 3 lives since the wouldn't replenish after each use. This might be a bit too complicated, though.

I'm suggesting this because after making a really bad mistake, I lost the motivation to keep going. It felt impossible to clean up, and the only way forward was to restart and lose all my progress. I tried to beat the game twice but made a terrible mistake both times.

It's a cool concept, but I think it's missing something to make it more engaging. Perhaps you could have short rooms with a piece blocking the exit hole that you need to clear to go lower. Or maybe add multiple paths, this could also make mistakes more forgiving.

I'm just throwing out some ideas. Even if they don't help directly, they might inspire other ones.

Well done, the design is very clean and has a lot of potential! 

Thank you so much for your feedback, i really appreciate you taking the time!!

I agree on ALL points without exception :D 

- At one point, i realized the DAS should be improved, but forgot about it

- I added the O piece because it felt like players would give up to quickly if its too difficult. But, yeah, now its too easy (that part of the game)

- My biggest problem was the line breaks: i was unable to implement anything else then complete line breaks, and those are tough to do in a cave layout where almost every mistake is your last mistake. Having some sort of localized explosion would have helped, definetly

- Your idea of magic cubes is really good, that would have solved that issue

- I realized when i played all the other submissions: making 3 small levels would have been waaay better! :D I could have introduced the golden block mechanic on a smaller scale first, which would made learning this mechanic more intuitive.


Taking into consideration all these points, i basically decided to start from scratch (whilst keeping the design of course, that was the only part that works :D) and experiment with different game mechanics compatible with my light level idea to find one that is really fun! (and doesn't feel like a chore)

Again, thank you, please follow for version 2 :-) !