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Reach the exit by sliding the white tile. The white tile keeps moving until it hits another solid block. There are a few other things, but you'll figure them out when you get there :)


Left / A and Right / D to rotate (counter)clockwise

Space / W / Up to start moving

H to display the block's trajectory in the current direction

L to load a level

M to mute

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Several levels get skipped when progressing normally; it skipped levels 13, 17, 21, 23, and 24 for me, forcing me to replay them from the level select menu. Collecting stars for said levels doesn't work and ends up collecting them for a different level, and sometimes clicking levels in the menu takes you to the wrong level as well. It looks like level sequencing was altered during development and that wasn't consistently handled in the menus and level-end code, or something along those lines.

Anyway, decent puzzles other than that hiccup, but I'm not sure the level designer actually solved his own puzzles optimally. Levels 3, 4, 6, 7, 8, 11, 14, 15, 22, 24, and 25 are clearable in fewer moves than par. (Assuming those numbers are correct, due to said level selection glitches. There also seemed to be one level that I couldn't find ever again in level select, though it's possible I'm misremembering that.)



Updated score now that the level-selection glitch appears to be fixed. (Also fixed the list of below-par levels up above, now that the level select screen's working properly for me.)

The solution space is pretty small, so you could just build a brute-force tester to calculate pars for most levels. Even a 7-move solution has less than 280k options. I do understand the point about screen-warping not having been introduced before level 9, though; I guess that's a matter of opinion, but it seems to me that a par score should be as optimal as possible, encouraging people to come back later once more mechanics are learned. Up to you.

xlomid responds:

Thank you for the detailed feedback -- and sorry you didn't have a better experience playing the game! I tested the game again in Chrome and Firefox on two separate devices and couldn't replicate the level skipping bug, but I had another look at the code and identified what could possibly have been the cause. It should be fixed now, but I'll keep investigating.

I did have doubts regarding the pars (and in fact had to adjust two or three in testing), but I'll have another look at the levels you specified. I'm aware 3 and 4 can be cleared in fewer moves, but only by going past the boundaries of the screen, which is a feature that isn't introduced until later in the game.

Thank you again for the feedback, it has been very helpful!

Credits & Info

3.00 / 5.00

Apr 8, 2020
7:07 PM EDT