Controls: Mousedrag for everything
Tools: Unity 2020.2.6f1 | Beepbox.co | Blender 2.92 | Asesprite | Shoddy Laptopmic
I love the music and the pleasing graphics that you have in all of your games. Dragging the player can be annoying because sometimes the player doesn't go where you'd expect, the player would fall off and then you'd have to restart. Also, the perspective movement is also kinda strange. It would be nice if you could zoom in and out with the scroll wheel. Those aside, great game!
Beautiful art and sounds. Not my favorite control method for the character but I did really like moving the blocks around. The puzzles weren't too challenging unfortunately but I really like the freedom in solution so my suggestion would be to implement some sort of efficiency measure. Only allowing a limited number of block slides per level or something like that could help constrain the freedom and add some challenge.
Interesting game! I love the music, and the graphics are pleasing. The mechanics are interesting, they remind me of the board game Labyrinth that I used to play as a kid. :) The levels/puzzles weren't really hard, because there seem to be to many degrees of freedom. But I do think that the game has potential to get more interesting by creating more challenging levels. It's a bit funny to move the player with the mouse, but it works. I was surprised to find that a new level was generated when I pressed restart after I dropped the player, but I do wonder how you generate these levels. Overall, well done!
Like the others, I found dragging the player slightly cumbersome, maybe more freedom with camera movement would have helped. The low lighting in certain parts of the large levels also make it a bit tricky to make sure we're not about to fall.
Other than that it's an excellent entry, well rounded in terms of graphics & overall atmosphere. The core gameplay is good, and creating passages throughout the levels is fun. It also reminds me of the Labyrinth board game which is a fitting influence given the theme :)
Having more hand-crafted, challenging puzzles, or even some rogue-like elements would have made progress more rewarding but it was still fun to play overall: if it weren't for the issues already highlighted I could see myself fiddle around in endless mode quite a bit.
First of all, it's awesome that you made a post-jam version. But I don't think it's acceptable that the only link points to it and it's a side note that you have to host the webgl on your own to review the actual jam entry. You should either make a separate page for the post-jam version or have that as download-only until the review phase is over.
Really cool entry. It has a good starting idea and nice atmosphere. Dragging tiles, player and the camera all with the same mouse button is very awkward. If camera was on right click it would feel so much better to play. The puzzle idea was good but I feel like it wasn't explored enough. First two levels were nice but after that it felt like trivial work. I just dragged all the chests next to the player starting position one by one and then made as simple route to the end as I could.
Maybe careful consideration of the level layout with limited moves might have made a really good puzzle.