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Gameplay: Solid concept, but I experienced a consistent issue where the first stage would have the cube load off grid every session. Aside from that everything behaved as expected and seemingly intended. Good job.

Creativity & Innovation: Cute concept of controllable sliding ice puzzles. Nothing particularly innovative, but an important thing to note is that this would be easily adaptable into a board game.

Theme Adherence:  Solid theme adherence. You literally build the connection points through tile movement and placement.

Playability & User Experience: Aside from initial fail bug, gameplay was pretty solid. I would recommend not using the scroll wheel of a mouse as the sole/primary selector for assets though as it is a bit awkward and not all mice have one, which makes the game unplayable for some users due to hardware.  Alternatives like "TAB" are a pretty safe bet, and you can always have the scroll wheel as a secondary/alternate.

Art and Design: Minimal, but it works. This is a grid based puzzle game, and the tile approach fits.

Overall Fun Factor: It is as fun as a puzzle game can be without an additional gimmick/motivational factor. Good job.

As an overall comment: This is one of the more direct puzzle as a game submissions that I've seen, so I wanted to provide some insight about this because the puzzle elements used are uncommon so you get some more design focused feedback. A puzzle =/= a game, but most (almost all) games contain puzzles. A lot of what holds back puzzle games is the lack of additional motivational factors, or interactive/variable elements that add complexity. When there is only one solution to each stage, and a lack of other motivational forces, puzzle games run the risk of being more puzzle than game, which in a general sense weakens the gameplay loop. This is because the interactive elements (which provide player agency) become less of the focus as opposed to pattern recognition. SO instead of "playing" it's easy to enter a "solving" state, which will impact the players experience. There are people who this is their ideal sense of fun, but they are a lower population of potential players, so being away of this is important in making future design decisions. (And you can be successful, and this observation/design/development choice will simply influence other factors like allowable budget based on expected returns and what not.)
Puzzle design is also really hard, so kudo's and keep up the good work!