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(+1)

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!

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. 

(+1)

All fun ideas! Also, 20 levels for a game jam entry is kinda crazy lol. They are kind of short, but there's still a looot of content. Aaand I managed to 3-star all of them even without the 2 push bomb trick 😎

(+1)

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 ;) )