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(+1)

I absolutely adore puzzle games which introduce a simple-looking core mechanic, and then explore all the consequences and interactions that branch out from that core mechanic. I think you've nailed that feeling!

I particularly like how some solutions rely on stacking the timers to be solved (or at least I hope that was the intended mechanic lol). You've done really well to explore the concept. 

The way pushing and pulling objects work does feel odd, especially before I realised movement was working on a grid. I definitely think that could be better communicated or reworked (perhaps to a grab and release setup without grid restrictions), since its the only real negative in the core gameplay experience.

Great work!

(1 edit)

Thanks for playing. Stacking timers is absolutely intended.


As for pushing and moving objects, this is an unfortunate oversight on my part. The game started with purely grid based movement, for both the player and boxes. Then as I was developing the game, I realized it doesn't really fit what I wanted, so I reworked player controller, but for some reason decided to keep cube logic as is, which leads to these issues. 


I must've gotten so used to grid movement that I failed to see that moving objects was a pain. You can even see in my playthrough video, how I move almost as if I'm on a grid 

(+1)

Ah, that makes much sense. I figured there was a direction change in development, since it seemed like the cube movement was made with intent. 
The game's still a blast regardless!