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Thanks for uploading a windows build! I like the game a lot and how it ramped up in difficulty over time (the later shapes got really interesting). The sound design is really solid and I really love the movement in this game! Games like Spiritfarer and Night in the Woods have great movement options despite the fact that the game is not a platformer. My personal philosophy for these longer jams have kinda been "Even if the gameplay isn't solid, at least people have fun sh'moving around the map". The overall experience felt super duper polished -- I really enjoyed scrambling around trying to find the correct shape before the door closed.

Maybe you could incorporate more obstacles around the room to incentivize using cool movement to almost speed-run across the room. You could also try having the blocks spawn at more dedicated spots (instead of randomly around the room), making the time limit feel more pertinent. If you're super invested in the idea, I could also see this as a co-op game where you have to pass the blocks around as well (although that's definitely out-of-scope for a game jam). Regardless I really enjoyed the game! Balancing/designing is definitely a tough task and it's definitely a skill you hone over time, some of the more experienced folks I've met can look at a demo for a game and give you quick suggestions for different gameplay elements (and I wish I could be that OP). On the topic of balance, https://twitter.com/tanyaxshort/status/1301990872645468160 I read this thread recently and it helped me with how to approach balance in my games.

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I believe you're absolutely right, thanks for the extensive review. If this game had to go further, it should definetly go multiplayer. There's also many other things the game obviously needs, and would be attended to in the future If I decide to pick up this prototype for anything serious.

The artist made the rooms modular, and we had planned opening further rooms, maybe as the game progressed (that's probably why I didn't care much about the game's progression at the begining but ended up accelerating it substantially relative to how the initial release was a few days ago).

Anyway, this was a fun project that got me refreshed in Unity, but I'll be doing something more long term and serious from here on.

This doesn't mean I'm abandoning Bricks Room, it's a jam project made for the experience, but will be polished as much as the reviews
request it. If we find any game breaking glitches they will be fixed (I think there's some issues with the doors still :P).