What a f****** delight! I woke up for work, checked my email and had a notification that this was released. Decided to “try it out” and couldn’t put it down. Fully mossed in about 45 minutes. Great work!

I really appreciate this write up. As an engineering manager by day I’m having to navigate a lot of the same concerns. I’ve found a lot of value in using AI for ideation, or to explain complex concepts, but I’m still not a huge fan of generative AI for art or code.
Cursor is impressive, and you’re right that it will probably only get better, but for now it feels like I spend more time correcting it than writing the implementation myself. Where I feel like it really shines is diving into unfamiliar code bases and asking questions like, “how does this application handle authorization?” Or, “where would I add a new type of form in this website?”.
It can shave a lot of time off of understanding something so you can more quickly get to the part you actually want to be doing.
I love the whole presentation of the game and I'm looking forward to playing more of it!
A couple of things that would be great to see improved if you end up continue work on this:
Overall this is the start of a solid puzzle game. Already the pacing and available mechanics were great. I felt clever solving some of the later puzzles, and never bored that I was re-using the same tools to work my way to a solution.
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Thanks for inviting this community to take a look at an early build. Keep up the momentum, this game is going to be great!
Went back and played some more with the volume a little louder and the music felt pretty chaotic. My first time playing, the attack effects seemed to stand out more but when you can hear all the music clearer I think it drowns out the reset of the sound blurs the line between an effect and the music. Still just as fun to play though!
I thought I was just going to give this a quick test but it really pulled me in. Once I understood the attack/defend mechanic and started to recognize the different enemies it got a lot more strategic. I played several games and only managed to get one piece of light so far but I'll be coming back to this later for sure!
I wish I was able to heal or apply potions outside of combat in some capacity, or at least be able to view my inventory to decide if I should attempt an encounter. I found myself avoiding more difficult enemies often because I wasn't sure if I had a smoke bomb, or I didn't know if I'd be able to heal going into the next fight before I was hit with a killing blow.
I had the opposite experience to a few others here. I did not die in the desert, but I wandered around drinking water for a while until it felt like there wasn't anything else to do. I'm worried I missed out on some content though. I think you nailed the feeling of emptiness you were after, but still created an interesting space to explore.
This was a great concept but I struggled to get the controls down initially. I couldn't get my controller to work with the web build and it took a minute for me to get a handle on the WASD movement for a platformer. I eventually did get the hang of it it but could only stay on the uneven bars long enough to get the portal open once. It was tough!
This reminded me of something like VVVVVV, but with its own unique mechanic. The controls felt a little quick at times requiring me to really feather the arrow keys to get in the right position, but it was fun figuring out little mechanics to manipulate my height by bouncing off walls or doing a little jump mid-air. Great work!
I was just looking through some of your past work after admiring your progress on Slipways. I'd seen some of your other pico-8 projects but hadn't come across this. Amazing demake! I didn't see this on the BBS though. Is there a p8 cartridge somewhere, or maybe a way to convert the JS version to p8?
Just played through all 12 levels and it was a lot of fun! I could see this being a really great mobile game. I came in a bit over par but I want to go through again and get a better score.
If I had to make one suggestion, because there were a couple levels where you couldn't see what was off screen, it might be nice for each level to start zoomed out so you get an overview, or have a way to move the camera around and preview the level.
I think your levels were designed in a way that seeing everything wasn't required, but if the levels started to get longer it could be a nice feature.
Great work!