Great, I confirm that it works now.
Played the demo and loved it! As a quick suggestion, I think that fighting common monsters isn't too rewarding in the current version: an enemy costs HPs and "weapon durability", but when defeated it does not give big rewards to the player: I'd try to tweak this a little bit.
Catoio Software
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Hi! I just started the game (browser build) for the very first time (version 0.3), but I have localization issues and when I click the first button (which should be "play" I guess) the game does not start.

I see this error in the browser inspector when the play button is clicked:
KeyNotFoundException: Language not found: Italian
at Assets.SimpleLocalization.cl.zm (System.String a)
[0x00000] in <00000000000000000000000000000000>:0
Actually not - adjacent blank squares or squares already at +3/-3 can nullify this rule you identified (there may be, in some cases, less than 5 interactable squares if there are many blank squares or maxed out squares). But this isn't the case on level 13 :)
Anyway, level 13 can be beaten in 15ish moves (check screen, one click away from win). Try to play around with bringing max or min values on squares (+3, -3):

In general all levels have been generated starting from a blank grid and clicking back and forth, and then giving a generous amount of moves to the player to "reverse" such process.
There is also a secret trick, which costs an hefty amount of moves: bringing all the squares in a + up to 3 or -3, and then bringing them down/up to 0. Costly, but works! ;)
https://catoio-software.itch.io/zero-grid

Bring every number down to zero in Zero Grid.
Click on a square to reduce or increase its value, but be careful: it also affects its neighbors.
Plan each move, chain reactions, and empty out every grid with the fewest moves possible!
Challenge yourself across 20 handcrafted boards of increasing complexity.
Can you zero them all out?
Thanks!
And I agree, the rotation of the player can feel sluggish sometimes (especially with some weapons, such as the Sniper Rifle). For an arcade-ish game like this, probably instant rotation would've been a better choice compared to the 'smooth' rotation I went with in the final build of the game.


