could use some basic instructions, like main gimmick/controls/objective etc. really nice looking visuals though! thanks for entering!
Edit:
played again after fixes, first time through i didnt realize you could pick up blocks with left click lol, not sure if i missed that in the description or if it was changed later lol. anyways i played it again.
nice visuals/ atmosphere, all of the gameplay was functional, didnt find any bugs. actually really well done physics, thought it would be more buggy given the player clipping in and out of cubes and such. just having movement and being able to click on the screen at the same time was a nice combination since you could kind of change the environment as you went through it.
couple quirks:
-gap between puzzle "solution" and "execution" was quite large, and the execution was sort of uninteresting
-finnicky jump mechanic, not high enough/inputs dont read on ledges occasionally(might be skill issue lol)
- long gap between retry points
-platforming pitfalls/drop downs
The combination of these things made for a somewhat frustrating experience since there was a long execution, then youd reset after the jump mechanic wouldnt work quite right and have to do it all again, or after walking into a pit thinking that was the direction you were supposed to go. especially in the frame of a game jam where theres a lot of things that i want to try. the calm levels seem to have an execution time of at least 30-40 seconds, meaning that if you have to do that and the storm levels 3-4 times, it can take a good 5 minutes just to clear a level.
Nicely made thing overall, its just those little quirks holding it back. The changes id recommend would be to shrink the calm levels by 70%, make the jump go a little higher, and mark the pits a little more clearly, like having spikes instead of bottomless, or a little camera script for the arrow keys to move the camera to look under you. tiny little changes but theyd make a huge difference. thanks for entering, really nice overall!