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I feel like the level design is holding an otherwise simple game back. There’s no way for the player to control the rolling of the bomb beyond pushing it, but yet we need to somehow balance it across thin ledges? I think if you focused on larger obstacles for the player to deal with (holes, moving walls, stuff falling from the sky with a little shadow as a warning even), instead of forcing optimizing micro-movements, it would play much better. Otherwise it controls well, looks nice, and doesn’t have any larger issues. I hope to see you in the next jam :D