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The concept is fun and exciting at first. I stopped at stage five because the challenge  started to feel overly reliant on negotiating with an uncomfortable/imprecise control for picking up and throwing objects. It's in the awkward space between being a tight/precise puzzle game and a fluid platformer.

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Thanks for the comment. The pickup detection hitbox was meant to be replaced with some something a little more intuitive but I didn't get around to it by the end of the 48 hour deadline. Do you mean the 4th stage? If so, that was the stage that I had the least time to iterate. In a full version of the game, I wouldn't increase the difficulty so quickly and would instead be looking to introduce new enemies and items to vary the challenge.

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Oh hey, I more or less had the same issue. The concept is pretty fun, and I liked how the first level made you realize the different mechanics very quickly (pushing, grabbing, etc). Didn't expect to die when I accidentally tossed a block the wrong way, which surprised me, but then it quickly became frustrating. Overall a pretty fun game for what it was, though

Yes, it is a rather frustrating game and not always deliberately. I felt like that helped it fit with the Ludum Dare theme "the more you have the worse it is" but in a remake I would dial it back a bit and improve the controls (and level design!)

Oh yeah, it's absolutely great for what it is. I have no doubt you would've polished it up if time allowed.