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(+1)

I cannot recall the last time a puzzle game made me laugh. The characters surely add a flair to the game and make it feel more immersive with context appropriate stories and comments. I like how you designated the game-relevant details to one NPC and the 'real life talk' to the other one- this helps with information comprehension.

I think each step (W,D) costs 0.5 second but rotating the board (Q,E) costs 1 full second. Was there any specific reason for this difference? Since there is a mode with time limit, I think it would be more fair, in terms of gameplay, to have both mechanics cost the same amount of time. Preferably less than a second.

When the "bomb" mechanic is used, the feedback needs to be better visible regarding which items were destroyed. I noticed a few flashes but it all happened too quickly, and I could not observe them all. To better convey this info, instead of delaying the explosion (which would mess with the time limit experience) you could highlight the newly spawned items for a second or two and then remove the highlight.

Nice work and good luck!

Thank you for your review! I'm really happy that you noticed what I was going for with the characters, with Q being a classic tutorial explainer, while E reacting to the absurdity. 

The time limit and shift targets were actually put in the last few hours of the jam when I realized that the game didn't have much to keep you going (The freeplay version of the game was how it was originally). So the balance of the shift targets and time limits is a bit out of wack. After the gamejam I will try to make the rotation faster and "punchier" and the visuals of tile breaking to feel better, as those seem to be the most common criticisms. Thank you for playing!