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(+2)

This game really impressed me with how unique and complex the whole core mechanic was despite how "ordinary" the presentation was. And I don't mean that as a negative, I thought all the sprites (and the music!) were really charming, it's very colorful and appealing, and the way the goo guy morphs and looks around was a really nice touch.
   What I liked the most was the deceptively straightforward concept. I immediately recognized the premise as one of those "push blocks on a grid to reach the goal" games (I like those a lot), and while that's definitely the best way to describe it, it still felt fresh. Every level had at least one moment that made me go "oh wow, I didn't think of that but it makes perfect sense!", which is my favorite experience when it comes to puzzle games.
   I guess if I am to think of anything that could (arguably) be improved, it's the way new elements are introduced. I spent more time than I'd like to admit trying to unlock the chest with the key on the first level (I didn't realize I needed to take the key to the door, not use the key to open a way to the door - even though there's a gif walkthrough of the whole level in the screenshots!). I also don't think I could confidently explain all the different ways you can interact with the water tiles, even though I've completed all the levels.
   I say "arguably" though, because it's not like you can die or lose points from failing to understand a game mechanic in this type of game. You can mess around as much as you want in a level just to see what you're able to do, and some would say that that's the whole point of these games. Regardless of how you think a tutorial "should" work, I'd argue that if your players don't understand a new mechanic within ten seconds, this is probably the last genre in which that situation would be considered a major concern/desing flaw.
   Anyway, if you made a hundred more levels, I'd gladly pay $4.99 for this on Steam or Google Play!

(+1)

That... was actually meant to be a box, but it was hard getting somethig box-like with the palette and sprite size... so I can see why you mistook it for a chest. Can't believe I missed that before.
And yes I only wish I'd had more time for refining the levels and mechanics, but hey, 48 hours never feels enough ^^;
Glad you had fun and thanks for the feedback~

(+1)

Haha yeah, to be fair I did feel pretty stupid when I realized I literally just had to push it. I thought the mechanics were phenomenal! Really, I think if the game just had more levels the player would learn everything pretty quickly. Everything that's in the game is incredibly solid!