Had a funny thing where WASD was moving me two tiles at once and I thought that was actually an intended part of the puzzle for awhile! I like the art, music is sort of appropriately bouncy to the jumping coal. I feel like I wanted the level geometry to matter more directly to the puzzles in the later stages - it kind of reduces to a rune/bramble/torch order and a finale that included some sort of e.g. Sokoban-ish elements could have been nice, or more use of backtracking/reversing actions, things like that...
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A game about bridges of light in the darkness, searching for the dawn
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Enjoyed this a lot! Adding new mechanics each night, the smugglers coming in as a surprise, reactive text the next day based on who crashes or not (I think? - I got a sort of worried about my brother note after flubbing the first smuggler ship). Upgrades are a nice thing to pull forward, but honestly there was a big gap between the first install and the +5% or +8% tweaks afterwards. I never ran out of oil, which is probably me under-using the flash since I didn't have a perfect no-wrecks run. The idea of pathfinding only where the light shows is fun, though combined with the 'time to re-orient', currents, etc it sometimes felt a little opaque on the last two days. That said, by then I was scrambling a bit anyhow.
