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(6 edits)

I have... mixed feelings about this title. The presentation is probably the greatest aspect; the music is awesome (I had never heard of Nomyn before but now I have!), the art is gorgeous, the effects are smooth (or at least as smooth as they can be on my current potato), and the menu is attractively stylish, even if the fonts and buttons could be way bigger and scale according to screen resolution.

The biggest problem, though, is the gameplay. Nowhere does it say in any description or help menu that you exclusively lay down blocks by pressing the space bar; even left-clicking does nothing. The instructions also didn't say anything about the next block forming exclusively from the sides of the last-placed block; at first, I thought it would randomly pick a joint from all parts of your structure. Another issue is the lack of an exit button; making gamers have to physically press Alt+F4 to close the game feels... unnatural.

But the core issue is just understanding weight distribution. I have no idea of how my structure was able to stay as long as it could, as I basically made an upwards spiral with no visible leaning until its sudden end. So it was confusing for me to see it finally fall when I was simply mashing the space bar immediately upon spawn almost half the time as I got irritated by the lack of predictability of the structure's sway, especially since the yellow blocks are effectively a trap that is simply better off being avoided, because you would ideally want to use a bomb to destroy an accidental outcropping that could topple the tower, yet it might drop a bunch of blocks there instead and cause the very thing you intended to avoid—and there's no way to know which it'll be, so it would be way better to not make it guesswork and simply color bomb blocks red or something, if not show an actual bomb icon.

Given the description, I thought it would be a truly zen, fully turn-based, not real-time, quick-reaction, block-builder. I feel like a better implementation of this kind of concept would be to turn it into some kind of card-based roguelite with tower cards of different weights and types: like, when you place and are restricted to the last placed block, it could show you 3 out of 30 possible types of cards of different weight and you'd be forced to pick between them. Roguelikes are all the rage these years so this would probably be exponentially more popular.

This game is also falsely tagged "tower defense," but it would be interesting if, say, there were machine-gun blocks that would actually fight off flying invaders which would add way more sophistication and strategy to the card selection pool: see how many waves you can last defending your tower (which would just be on flat ground or atop a mountain, not suspended in mid-air), or something like that, like maybe a space station that you could modularly build out, where gravity doesn't matter too much, with shield generators, oxygen levels, possibly even crew and passageways for them to easily reach turrets, etc.

All in all, while the presentation is solid, I think the simplistic and aggravatingly unpredictable one-button gameplay does a great disservice relative to what a game like this could magnificently be—and I'd be very interested in trying that, if it were ever to be realized.

Hello @KeronCyst! Thank you so much for taking the time to provide such a thorough and well-thought-out review. I genuinely appreciate your balanced approach—you highlighted both the strengths and the areas for improvement in a very constructive way.

I'm thrilled to hear you enjoyed the presentation, especially the music, art, and overall aesthetic. Your comments about the effects, even running on a less powerful system, are very encouraging.

I understand your frustration with some of the gameplay mechanics, specifically regarding the block placement and instructions. Your suggestions to clarify these aspects and improve the distinction between different block types are very insightful and will be top of mind if I revisit this game for further development. I want the experience to feel intuitive and enjoyable for everyone, and your feedback will help guide those adjustments.

Your idea of transforming the game into a card-based roguelite is really intriguing. I also love the concept of adding strategic elements, like machine-gun blocks or even expanding to a modular space station. It would be a great way to expand on the core mechanics and add more depth and replayability.

Thank you once again for your insightful feedback and creative suggestions. If you purchased the game and feel it didn’t fully meet your expectations, I’d be happy to provide a refund. Your satisfaction is very important to me, and I want everyone who supports my work to have the best possible experience. Your input is invaluable and helps me continue to improve and grow as a developer.