It wasn’t there yesterday, thank you for checking it out. That’s so cool, it means the platform’s moderation fixed the visibility issue :D
knoxy_
Creator of
Recent community posts
I completed around 3–4 levels and wanted to keep playing, but I felt like I was fighting against the controls rather than solving the puzzles.
To improve this, I would switch to a grid-based movement system. It would make navigation feel more precise/juicy, simplify future level design, and open up access to many puzzle-generation algorithms commonly used in this genre.
I think there should be a keybinding to control or interact with the car(Space), instead of UI button.
For your free player movement, you could add objectives or some fun interactions with objects. For example, the player needs to collect three toys for a cat (or complete some sort of exploration-based task) before he can finish the level.
<3
I died on wave 3, not a bad attempt at reimagining tetris gameplay. This is already the second tetris inspired game this jam, if I'm not mistaken. It feels a bit odd that I can place blocks, but enemies can still walk through them. I think adding roguelike mechanics, like dungeon progression would be a great fit. Treasure rooms, upgrade shops, and boss fights. Kind of like in Isaac
The camera angle feels very off, and the character controls are free-roaming rather than tile-based, it feels pretty awkward (in a negative way). The settings button in the menu doesn't work either. On the level with three colors, my cube got stuck on the second row of colored cubes, and since the first row is strangely covered in spikes, I couldn't continue playing. Unfortunately, that's as far as I got
The letter counter doesn't show the actual number of letters before the match starts. The notes themselves (their 3D models) could be made larger, especially since the red blocks disappear when you press Start. I really like the water shader. The game launched in Zen(Firefox) but crashed the tab before loading the level. In Microsoft Edge, the level loaded but with significant lag. It would be helpful to be able to skip the dialogue if the player falls on the first level, or to have a manual skip option. Turns out, the same dialogue issue happens on the trampoline level later on. Cool concept overall. I also think you could remove the Start button entirely to reduce the game's resistance to the player's desire to just run around
Catchy music, lots of animations, and satisfying game feel, it's really fun! The upgrade menu is a bit tricky to navigate, took me a while to figure it out. Also, on the main game screen, too much attention is drawn to the right side. Maybe adding more guns on the left (or making them purchasable) could help balance it out, so you can collect more orbs on the right. I never made it past the purple stage, but I really wanted to






