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This is incredible! How do you even think of a mechanic like that! I was hooked from start to finish.

The idea is completely fresh to me, and yet it fits the theme well on so many levels. The cubes being sent on an expedition, and the GPS-related capturing rule. On point.

There were also sufficient meat and mechanics for a game of this scope, and they were introduced at a very thoughtful pace over the course of the game.

Small touches like level selection map, light emission from the currently selected cube, the locking visual cue added to the polish.

Likely the game with the best mechanic I will see from this game. Amazing work

Thank you so much for the kind words, I’m glad you enjoyed it!

It definitely took some thinking to get the core mechanic down. It helped to draw out some simple examples early on and figure out what kinds of limitations would likely lead to interesting consequences. Getting something simple built and just playing around is also always a part of the process. Your question was probably rhetorical, but hopefully that’s at least a little bit insightful.

Also, I hope the “Written and Directed by” thing isn’t too cringeworthy. It was like 2 AM and I thought it would be funny, but it also feels a little pretentious, ha ha.