This is a fantastic mechanic and is really interesting and fun to play. However, the learning curve is way too high -- you're assuming the player will be able to figure out the mechanic immediately, and that's not a great assumption, especially with instakill spikes there, especially when those instakill spikes' hit detection extends to their side so players feel like they get an unfair death.
Actually, honestly, remove the spikes, at least from the first level, and this is great. Not a fan of lives in general either though, but that might be my own preference. Oh, and actually, when deselecting blocks, sometimes it works and sometimes it doesn't, and it's hard to figure out why this is, and it can be very frustrating if you thought of a clever solution to a predictament you're in, and it doesn't work because you arbitrarily can't deselect a piece.
But what I really like about this mechanic is how divergent the gameplay becomes. Players can have a completely different experience of the same level and can form completely different shapes and solve different problems within a fairly simple space, and that's a really amazing and impressive thing.
For example, I wound up in a large inverted L shape and decided to grab a tile in the floor to my mistake, falling to grab the floor above me that I was just standing on. I was too large to jump up, so I thought initially that I made a mistake an had to restart. But then I realized I could jettison the bottom blocks below me to make the bottom part of that inverted L smaller so I was then able to clear the jump and make it up to the floor I had just fallen through. It's an interesting puzzle that happened simply because of my own mistake (so most other players wouldn't even experience this), but I was able to get out of the situation because of natural and interesting consequences of the mechanics.
Also you should be able to select multiple tiles at once, pressing Q then E is kind of annoying.
Anyway great mechanic and stuff.
Edit: So after reading the credits I went and played some of Un Blend, and yeah, the only real differences are the level design and jump height. Magnet Join ends up being more chaotic as a result; it feels less designed and more divergent in comparison, which is bad for learning the mechanic initially but great for player choice and replay value.
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