This is one of the more compelling examples of this mechanic that I've seen - really nice work! I wonder if just giving more APs per turn could move it along (it is pretty glacial as implemented). Alternatively, just cheat a bit and spawn blocks the player doesn't have represented (I spent multiple turns looking for enough "forward" blocks, e.g.)
Viewing post in Three in a Rogue: Classic jam comments
Yeah, it wasn't until literally an hour before submissions that we had levels that were actually strung together. I noticed that by the time you exit the first room you have basically zero movement tiles and though "well we have like 50 minutes left and I gotta upload this thing"
Thanks for playing!