Thank you — really glad the concept clicked! The difficulty is the #1 thing people have flagged, and you’re right that it should start ramping earlier. I did add harder stages later in the jam (11 onward), but by the time enough people said “start the challenge sooner,” the deadline for updates had passed. Definitely the first fix if I revisit this. Glad the art landed too!
Maruo (社内SEまるお)
Creator of
Recent community posts
Thanks! Funny enough, this is the #1 request so far — several people said the same thing. I did add four harder stages (11-14) partway through the jam, but by the time I heard “more difficulty” from enough people, the deadline had already passed for updates. Definitely the first thing on the list if this becomes more than a jam game.
Thank you so much for playing and for the detailed feedback! I’m really glad you liked the effects and felt the early levels worked well as a tutorial. Your note on the difficulty ramp and the end-game challenge is super helpful—I’ll definitely take that into account for future level design. Thanks again for the great words!
Thank you — and that’s genuinely useful feedback. You’re the second person to say the puzzles are on the easy side, so I’m adding a few much harder stages before the jam deadline.
If you have a moment: which level was the first one that actually made you stop and think? That would tell me exactly where the ramp needs to start climbing.
Dev here — thanks for stopping by!
Quick notes: it’s keyboard-only and runs in the browser. Ten stages, about 15 minutes. Z undoes any move, so feel free to experiment — nothing is ever lost.
Two things I’d love feedback on: did the first stage teach you the rule without you having to think about it? And did the difficulty ramp feel right, or did it jump too hard once gunpowder tiles show up?
If you leave a link to your entry, I’ll play it :)


