One thing done well here is that you can learn the game by playing it. For the most part you could kind of discover what everything meant without needing to have it explained. Breaking the beginning up into multiple bite sized levels that introduce the concepts gradually would really lean into that strength.
One exception is the movement: i understand how continuing to move until you hit something fits the theme a bit, but it took me a second to realize i could interrupt the movement in the middle and change my direction. I guess the number of slidey movement games I've played where that isn't the case have trained me to expect that, haha
neat little game, overall!
Viewing post in Voltremi's rock blaster jam comments
Glad you enjoyed, i did my best to make it intuitive as i didn't plan to add a tutorial, unfortunetly i didn't rely consider hinting to players that sliding can be interuptued as for moust of development movement was one square at a time, the semi sliding was a kind of last moment addition to make traversing the game less tedious and to tie a bit more with the jam theme.