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This is a neat little puzzler! I dig the strong board-game theme you've got going, though it makes it a little hard to read the puzzles at times. Maybe take some inspiration from playing gameboy games on a gameboy color and choose a secondary color scheme for moving sprites?

Also, I think the level design could use a little work. Right now I felt like there were two massive difficulty spikes, the one where there was a 1 unlock in the top left corner and the penultimate one. Especially the penultimate one took me ages to understand what was even going on, and I think the mechanic behind it had'nt really been explained before (i.e. the fact that once you slide, you have to end up on an empty square)? Maybe that needs a little more buildup. The other levels felt either tutorial-y (which is good) or gimmick-y (which is fine).

Anyway, I think this idea could be worth expanding on, definitely worth checking out!

Thanks for great feedback!

I absolutely agree that level with a "button" and second last level are harder than others. Without any playtesters it is hard to understand the true difficulty of the level. Ideally we should've made more "transitional levels" so players could get used to new ideas. 

We had many problems with the "dash" mechanic: it was supposed to be an "endgame" feature but players were randomly dashing through blocks and softlocking themselves at earlier levels.  Personally I don't really know the solution to this problem, maybe earlier levels don't need this feature at all and it should locked away with code.

Anyway, I'm glad you enjoyed our game, even with its many flaws