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32 bits

Are you using an up-to-date browser version?

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Nicely conceived and executed; I haven't finished it yet (EDIT: stuck on the first sproing level, may come back later) but the puzzles feel just the right level of crunchy. A few suggestions:

  • Fullscreen option
  • Level select as others have mentioned, maybe combined with a progress indicator
  • Complex levels might be easier to 'read' if all blocks at a given level shared a colour (but I appreciate this might get too noisy once all the special blocks come into play)
  • Highlight the object under the cursor; sometimes it's not the one you expect, especially at odd view angles

I like the understated sound a lot - feels very tasteful and atmospheric.

My tester also complained about that depth is hard to read in the complex levels, maybe I can solve this with a shader giving each level a different hue or value.

Adding a highlight to the selected object and maybe adding a gizmo showing the direction the object is going to move would also be a great addition.

Thank you for your feedback and ideas, also fullscreen is now supported :)


Hiii, I've made a video about the game and wanted to share some feedback about it, hopefully it is useful to you ^^

-The idea of the game is great.

-The puzzle mechanics are easy to get into and the puzzle design is really good.

-The visual style of the game makes it feel cohesive and enjoyable.

-I don't know why but the "master" on the audio was REALLY low by defaut and it took me some time to find out about it as I initially thought the game had no sound at all.

Hopefully this is useful to you :D, also if you could subscribe that would help me a lot :)


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Thank you for making a video about my game!
It's definitely interesting to watch other people solving the puzzles I created as all people approach each level differently.

You are welcome :D


This seems really cool so far, and has some pretty interesting puzzles! As someone who plays a lot of puzzle games, I do have a few suggestions, whether for this or future puzzles games:

- Add an undo stack and try to make it as snappy as possible (ie holding down Z should rewind your moves at increasing speed). Complex levels are much more fun when a dead-end solution or a misclick doesn't force you to start from scratch, especially when the mechanics produce a lot of fail-states. (Including level restarts in the undo stack is also a good idea).

- Add a level select. The later levels are complicated enough that I don't know that people will tackle this all in one sitting. The other advantage of a level select — or overworld if you're feeling really ambitious — is that you can introduce some degree of non-linear progress. So if a player gets stuck on one level, it doesn't result in them bouncing off the game entirely.

- I'd consider allowing the player to rotate the view by clicking and dragging on non-interactable surfaces.  This is largely because I'm playing on a Mac where a right click is a two fingered click, which is can accidentally turn into a scroll/zoom — more importantly though, there's no reason you couldn't port this to mobile if you got rid of the right click limitation.

- I like the minimalist look, but the black blocks start to feel a bit oppressive on the larger levels.

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Thank you so much for your feedback.
You got some really good ideas I would like to implement next. 

Specially the undo stack would be something really helpful as dead-ends are frustrating but somewhat required when constructing difficult levels as this leads to a more complex solution.

A level select is also a good idea because I observed people need a lot more time to solve the puzzles as I intended to (around 30 min playtime).
Making the level selection non-linear would solve this issue. Maybe this is the reason many "casual" mobile puzzle games have a grid-like level selection with free choise.

Again, thank you for playing my game :)

when was this

This game don't run

What browser and version are you using?

Firefox 90.0

Works fine for me, Firefox 90.0, Windows 10.

Windows 7