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An absolutely fantastic game! My first impression wasn’t great, but I kept playing. First, I was surprised by the procedural sand destruction. Then, I was delighted by the water animation. I’m running, jumping, collecting some unclear notes, starting to lose interest… and then I actually read one of them… and oh, how much I had missed! I had missed so many mechanics!

I really loved the game’s systemic nature. The mechanics interact with each other beautifully. And thanks to these mechanics, the gameplay is excellent. It’s not mindless — it’s the kind that makes you think, remember, and analyze.

Special praise goes to the music and sound! The music is simply wonderful. And the sounds… I don’t know if it happened accidentally or by design, but the sounds blend perfectly with the music! And not just harmonically. While jumping around the level yet again, I suddenly realized that the jump sounds land exactly on the beat of the music!

The graphics seemed unremarkable at first, but after playing more, I understood that these are exactly the graphics this game should have. They suit it perfectly.

So yeah, I think I liked the game ;-)

Thank you very much, I appreciate the kind words! Yes, orchestrating all the mechanics and the level design and notes placement to make them click was fun. Doing it without playtest felt very wrong though, I wasn't sure I was making it too hard or making it too obvious. I also had a ton of other ideas, like a harpoon that would stick to the dirt and work like a grappling hook, which would combo with the box + red shard combo that would create more dirt in some spots for you to hook to. Luckily, I got a hold of myself and did not let scope creep get the best of me.

About the graphics and audio, the 1-bit rule gave me the idea of a retro type of game, one you could imagine running in the old Commodore or older PCs, so I made everything 1-bit-ish, which meant low res with pixel perfect alignment, chiptunes music and low bit sound effects as well. That menu that always shows on screen was very common at the time, even Shovel Knight had a form of these menus with the black background. It was also a good way to make up for my lack of art skills, you can see the pixel art itself is not good (just playing the other games here I can see A LOT of amazing pixel artists) but because everything felt like it belonged next to each other, the game "looked" better.

Thanks again!