I’m sorry to say that I failed — I couldn’t finish the game. I really hope that after you update it, I’ll finally be able to keep my promise and beat it.
Ruikun Zhang
Creator of
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The overall smoothness of the game, including the visuals and design, is pretty good. Other reviews have also mentioned one issue: the game is a bit too difficult. The hitbox of the spike traps is too large, the corners of the jumping platforms often get the player stuck, and there are some problems with the jump height as well.
One especially important point is that the game really needs checkpoints!!! Over the past few days I’ve been spending almost an hour each day playing, and many times, after struggling to get all the way to near the end, I died and got sent straight back to the starting point. That feeling is truly devastating.
I don’t even know how many times I’ve slammed my desk just trying to beat this game — it’s the only game that’s managed to tilt me this hard. If you could reduce the number of traps, or rearrange their placement, and add more checkpoints, this game would become really great.
Thank you for playing and for your thoughtful feedback. I really appreciate the suggestions you made about the level design and strategy, and I’ll be making adjustments in future updates. You’re right — there aren’t many rooms with cover or walls yet, and some layouts do feel a bit repetitive. You must have played very carefully to notice that!
And yes, I also enjoy going for the “big size + laser weapon” combo — it basically turns you into an unstoppable force, especially in rooms with lots of small enemies. It’s hilarious. I’ll definitely work on balancing the player stats better, because a polished game needs well-coordinated attributes.
I also use the small size mainly for movement, but it seems I’ll need to narrow the hallways since many people have mentioned this issue.
Thanks again for taking the time to play and for your valuable suggestions!
The game is well-made and the introduction is clear — it really reminded me of a lot of those fun puzzle games I used to play as a kid.
(Can’t believe the light bulb is actually lighter than the pencil — I got that one wrong, maybe I didn’t read the question carefully )
Anyway, even though the mechanic is simple, it’s still pretty nice!
I’ll also make sure to change the intro part. Many people have mentioned this issue, and yeah, it’s really annoying.
When I was testing it myself, I always just skipped that part — it felt like a waste of time .
Originally, I added it for players who don’t like reading introductions, but I guess it kind of backfired.
Thank you so much for your detailed comment! Let me answer some of your questions:
First, the “getting bigger” mechanic does work — when you grow in size, your attack power increases a lot, but your movement becomes slower. You probably didn’t notice it because I set the character’s HP too high. Originally, it was 16, but in the second level the player kept dying instantly, so I raised it to 200 just to make sure people could finish the game
Your suggestion is really good though — I can lower the HP a bit so players can actually feel the difference in strength and challenge.
The game does have healing methods too! For example, killing enemies can drop golden hearts or purple potions, both of which restore health. Maybe the current difficulty is a bit too low, so you didn’t get to fully experience that. I’ll rebalance it later by lowering HP and adjusting difficulty.
As for the sound — totally agree with you 😂 it’s a bit too loud, I’ll fix that for sure.
Your ideas about improving the mechanics are also really helpful. I’ll make some changes in the next update.
Thanks again for playing and for such a thoughtful, detailed comment!
Re #3 — that’s on me 
I was trying to resize the black box right in front of me to reach the platform. I didn’t use Q/E at first, just left-click + scroll, so it looked like it changed size but it was just visual.I was trying to move the box around and found it kinda hard to turn, but I realized later you don’t really need to do that anyway.(as above)
The black box can’t actually change size. The right way is to grab the blue box that drops, resize it, and use that to get up.You can ignore my third comment then — I jumped back in and checked. All good!
I really like the color palette of your game, the cool tones feel very pleasant to the eyes.
The models kinda remind me of Half-Life and Garry’s Mod, and the main mechanic is really fun — changing the cube’s size to help yourself progress.
Hope my suggestions below can help you a bit:
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There’s a big issue I noticed — the door can be passed through directly . It’s almost like cheating for us players. I didn’t even need to press the button to open it, I could just walk straight through. Maybe fix that so we can’t skip it, otherwise we’ll miss a lot of the fun mechanics you made.
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It would be nice if there’s an option to skip the guide text, like pressing R to skip or something. I kinda missed the instruction in front of that size-changing gun and it made me confused later . At the start my attention was more on the visuals, so having a skip or replay key would make the experience smoother.
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About the power-off part, where the jumping platforms are (with that black box): maybe make the platform just a bit larger? When I try to resize the black box, I often have to lift and drop it a few times to get it right in position. The platform feels a bit too small for turning around. Maybe you did it on purpose to make it harder (just guessing tho ).below!

Overall, I really like the mechanic, the background, and the whole vibe of the game. Keep it up, it’s a really cool idea!
Thank you for your suggestions! I’ll try to optimize those aspects in future updates.
I really appreciate your advice about the tutorial part — that was a great point.
I’ve been trying to complete your game these past few days as well, and once I manage to finish it, I’ll give you some detailed feedback too.
Please don’t worry — it’s quite challenging!
Overall, the game shows a good level of creativity — I really like the idea of building your own platforms in a Tetris-like way and then transforming into a squirrel to climb to the top.
Just a few sincere suggestions:
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During the squirrel climbing phase, consider setting a limit or condition, such as a time limit. If the player fails to reach the top within the given time, the game could end and restart automatically. Right now, if the platforms aren’t well built, the player may get stuck climbing endlessly and has to refresh the browser, which can be inconvenient.
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You could also add a boundary or death trigger at the bottom — for example, if the player falls into the void, it counts as death and restarts the game. Currently, falling infinitely requires refreshing the page.
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Optimization idea: add a “Restart” button that appears when the player dies or gets stuck, so they can easily try again without reloading the page.
Additionally, sometimes when platforms are placed too quickly, new platform materials keep spawning above, which causes a jittering or shaking effect at the top.
I’d suggest setting an upper boundary as well — for example, once the player finishes building the platforms within a certain time limit and reaches the top of the screen, the countdown could automatically end, and the game could smoothly transition into the squirrel climbing phase.
Overall, the gameplay experience is quite enjoyable — great work and keep it up!
