Semi-on-the-fly remarks:
- I like the short shape of Boswald! X) And his face, actually.
- What you say about cyclic and compressed space reminds me of my own thought process! In the end, I only kept the cyclic aspect, but I set the (static) compression aspect aside for another future game or version. :)
- ‘The Bad Hand’; reminds me of the ceiling hand from Zelda!
- Playability: the character feels a bit hard to move (you have to hold the key for some time to trigger movement); I think replacing the current timed continuous-press controls with (possibly timed) discrete ones would make it easier!
- Bug: managed to get a levitating box, by putting it down when the hand was going down on the box below.
- Bug: managed to get a levitating Boswald, analogously (by moving).
- Does the hand target the highest box stack? It makes the game so hard!! :o Ah, no, it does not. BUT I did notice that its pattern seems non-random?
- I cannot for the life of me even get close to winning…
- Ah, I won, but… thanks to a bug, apparently. XD Boswald climbed the void!
Conclusion: I really like that you put some thinking in the constraint and came up with spatial distortion (as I entertained that thought)! I just wish the controls were a bit smoother. I also like the sobriety of focusing on your concept, even with only one level. I still feel I am in an uneasy place to really assess the game as I did not solve it… :S I do not know if asking for a spoiler to know better is right!
PS: I forgot an important point: some visual indication (say, vertical lines, for example) illustrating the cycle/compression would help, I think; in particular, it was hard for me to predict which boxes would get impacted.