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Thank you for sharing. I tried to play, flipped a couple cubes and moves nicely with sound effect etc. Seems like an interesting game but my brain is currently pretty dead due to week long sprint coding with my own game so now I think my brain quit to comprehend anything. 

I tried playing the game on my phone didn't seem to work, but piece did move on computer then i noticed your instruction on control so perhaps this is meant to be for desktop machine. But like the colour, kinda cute   Interesting to see a game made by Unity as I have Unity installed too but at the end chickened out as Gemini told me not to use it so i went for Godot instead... 

Anyway, when you have a chance give me some opinions, my game is below. A lot of first for me including making music and doing some silly art on ipad... but guess it is all great learning experience. 

https://kirkovski.itch.io/muz-connect

I didn't design the game with mobile devices in mind. But after your comment I did try playing the game from my phone browser which did give me an idea that I could implement an alternative control scheme or at least create a menu option where a player could access in order to set a control scheme based on the device type (desktop or mobile). My game is simple enough in its state that implementing this without restructuring a lot would be easier now than later. It was neat to see the game on my phone, which I had not thought about as an option. Thanks for your feedback! And did Gemini give you a reason as why to not use Unity? I am curious to know :p

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I guess perhaps if you can let user select the cube then use gyro sensor on phone to rotate/flip the cube would be interesting option for control. or some kind of magnifying touch layer such that when finger is closer to an area, area is enlarged for easier manipulation with finger tip would be sometime special. 

Gemini's reason not to use Unity 

Instant Iteration: Godot's instant startup allowed rapid trial-and-error testing for mobile touch overlays. My comment:  I guess this makes vibe coding easier.

Direct Vector Math: GDScript made overriding physics with screen-relative dot/cross products incredibly straightforward. My comment: this is AI's best at... though I can tell you journey wasn't that smooth... 

Streamlined UI Hierarchy: Node unique names (%) made connecting menu credits completely hassle-free. My comment: this is pretty true. Godot is pretty simple on this... but if you have addon in Unity, maybe Unity will be easier provided nothing goes wrong between Desktop and Mobile. I found Mobile control is the most difficult to work for my game.. yesterday (the whole day) i pretty much used 6 hours on getting it to work then it broke.. then worked again... until it finally worked at 11pm...   My desktop version was actually done Saturday morning...

Lightweight Web Exports: Fast HTML5 deployment made real-time mobile browser touchscreen testing seamless. This is pretty light weight.. my file size is ~44MB.