Perfect marks and I'll say why.
High complexity BUT you don't have to MICROmanage the complexity.
This is very very similar to my own design philosophy where the player is rewarded with the scintillation of seeing complex consequences and they can Guide that IF they wish but they don't have to it's kind of optional.
So the commitment to providing depth so there's massive replayability, i fully am in alignment myself as a designer there.
And so moving on to what i thought it was similar to
- like Kaboom! in reverse where you're the mad bomber in the Atari 2600 Activision cartridge
- however departs from the constant urgency of Kaboom! because you're sort of in a turn-based relaxing situation.
- it's like Karian Cross (1996) or Monster Slider (1997) where you've got the multi-stage unlock sub-genre of Tetris so you unfreeze and THEN combo.
And then i noticed a similarity with Tricky Towers on Steam where your pieces can kind of drift on their own they aren't lock step tetra-pieces with no slippage. So that freedom is kind of pleasing.
Overall super happy with this.
Cheers!
--D
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