Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Seriously addictive. I'm glad there's an actual ending to the game instead of "the ending is when you get bored of it, so when you leave, you feel you have acomplished nothing and wasted your time!!!111!!11!!". There should be some more features to add to the complexity to make it feel more chaotic, like making areas where you can't place blocks regardless. And the deck shouldn't be bottomless in my opinion; you should eventually have to replace cards. This is because the late game gets really easy since you get so many 2x2s and floating 2x1s to mindlessly carry you to the top.

‘Addictive’ is a quality I’ve seen ascribed to it a lot recently - someone I showed it to in person ended up playing for over an hour, which is a little wild to me. And hard agree on having an ending; I enjoy these sorts of games but they’re elevated a lot in my opinion by having a concrete achievable goal to work towards, rather than aiming for infinite (“ad”-nauseam) playability!

But you’re definitely right about it lacking features - I was focusing pretty hard this jam on a completed experience that I could definitely deliver, so a lot of the more complex features (drafting options that increased hand size or removed cards, block rotation, etc.) ended up on the cutting room floor. Definitely interested in both expanding the feature set (unplaceable ‘blocking’ areas is a cool idea, I’ll have to see if I can work that in!) and tightening up the deckbuilding, if I get a chance to revisit this in the future.