Thanks, and thanks for the rating! You made it all the way to the last door that’s exactly the screen I hoped people would finish on.
Serhatz
Creator of
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Thanks, that means a lot.
A few I didn’t get to:
A twin block — move one and its pair moves the same way somewhere else on the map. You could never spend a stone without paying for it twice.
A melting block — it dissolves a few seconds after you put it down. A bridge you only get to use once, right now.
And making support global: every stone falls when what’s under it goes, not just the loose ones. That one probably turns it into a different game, which is why I left it alone.
Fair, all three.
The debt budget was on my list and I cut it someone asking for it unprompted is making me regret that. Having to reach the door under a certain debt would change how every room reads.
The companion cube hit lands too. The back half leans on carrying one stone forward in stages, and that’s still fetch-and-place with extra steps.
And the gate sending you back is a bug, not a choice both ends only lock for half a second. Fixing that one.
Thanks! The mechanic came first the whole game started from “nothing can be made from nothing”. Early levels were just stone and one movable block.
The block types came after, and each one puts a different price on that same trade. Ash makes it permanent, loose stone means you pulled out something’s support, the balance makes you give height to get height.
Had a few more ideas I didn’t have time for in the jam , maybe later.


