Great submission! The game feels really fun, with strong poly bridge vibes. I would say the difficulty needs some tweaking since, once you unlock the push bomb, you can beat most of the levels by having 2 of them that face each other. Fun concept; I would love to see it expanded on!
Viewing post in Bring It Down jam comments
Thanks so much for playing the game and your nice feedback!
Agreed with your thoughts! I had play-tested some other mechanics and variations but they didn't feel polished enough to make it in to the itch deployment. I also think very few of them would have solved the "just use the push charge every time" which definitely feels like the biggest issue ATM.
I also think even the 20 levels I DID include could have done with more balancing and refinement - in particular there's some building shapes that feel like more of the same...
I have toyed with the idea of a different mode instead of/in addition to the classic "Get 3 stars on all levels" mode: a Rogue-lite ish mode, where you would get a limited number of uses/limited funds across a run (which would mean even if there were some OP charge-types, you would naturally be motivated not to just use them every time, because you would run out.
Yeah once you have the game tooling and mechanics in the levels were just variants and placements... Having some automated testing of them also helped so that I could have a good idea of whether they were beatable etc as they were created.
Congrats on the 3 stars :D (double congrats for doing it as the construction site foreman intended ;) )