I love the color palette and block designs. The cursor took me a second to get acclimated to, but it's so expressive and versatile for the organization rush.
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jonah-srg
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Very satisfying movement and loop. Once I got the feel for "nudging" to break and merge blocks it felt very smooth. The challenge really sneaks up, working on blocks on one side of the board and all of a sudden it's all a mess. Super polished, great work. My high score was 14,900 (or 149 I suppose).
Most of the time when people say when a game is like a slot machine, it's a bad thing. I think blocktime y'all proves that visual stimulation and ZZT-styled Vegas glitz can indeed be a good thing. I'll admit I didn't know what was happening most of the time, I don't know who gary is, but I figured if I could match blocks and make sparkles happen, I would be _fulfilled_ and, yep, I am pleased with my sparkle-making.
Utterly satisfying jelly physics. It kind of breaks my brain when something so "squishy" just works so idiomatically and feels great. I like this much more than Suika Game insofar that it feels like I am not subject to the whims of the physics system, but taking an active role playing with it. Enjoyed following along on bsky too, thanks for sharing!
Very pleasing animations and sounds, really enjoyed this. The combo sequences feel satisfying like Puyo Puyo, but the setup element feels much more loose with three rising bubbles that can only be mirrored. The bird clearing the cloud lines saved me a bunch. I had a pretty long run and my high score was 1086.
A killer game here. The sprite stacking/rotation of the ships is super clean and readable, while leaving plenty of space for shooting and dodging. The ripples and shadows in the water really emphasize the depth of the perspective. The small play area and floatiness of the ship feels very arcade-y, the comparison that comes to mind is Defender. The dash crash homing attack feels sick. The music has no right grooving so hard. And a classic multi phase final boss. Excellent all around.
Nice, this rules. The first few puzzles are pretty straightforward but the raising/lowering walls make for some real good puzzles. Reminiscent of Patrick's Parabox. Having the goal as unlocking the warp and navigating to it is cool, feels different than other sokoban games I've played lately. Hits the recursive theme nicely. Job well done!
Love the visuals and sound here, the flipping between channels works nicely. Since the "play area" of the TV screen is so small, it's like it's even more low res than 64x64. Detail on the TV set is nice as well. Couldn't manage a speed higher than 1 or 2 but I ended up making it fairly high. Nice job!




























