Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

Thanks for playing. I'm glad you had so much fun.

Regarding issues you mentioned:

  • I've heard another person mention that the game state is hard to keep and predict in mind,  I'm aware, but not sure how to fix that
  • On dragging, I've heard similar feedback, so that's already on my todo list
  • Pushing is technically the main way to move things, and dragging is actually a secondary one, that is there to ensure you can't soft-lock yourself
  • And I'm still working on the camera, it is a bit finicky and buggy, so a fix to that will also come in a later update 

ooh im surprised that pushing is the primary method lol

i thought that pushing was some sort of later addition maybe to fix something.. but imo dragging felt way better as i didnt need to worry about which direction i push from and can just pick and move where i need to be. this is especially useful due to the countdown.

Well that's just the order in which these features were added to the game. However I do agree with you that currently dragging does feel better, especially if current puzzle has a tight timing. TBH I do try to avoid that, and ensure player has plenty of time to execute their move, but alas not everywhere