Mindblocked by diptoman
Mindblocked is a simple puzzle game - reach point B from point A. But every time you move, the empty space gets filled with blocks! As you run out of space to move freely, can you use this to your advantage?

Controls: Arrows/WASD + Space/Enter
Art/design/code done in 72 hours by Diptoman Mukherjee and Pranjal Bisht. Audio from ozzed.net + some by Joel Montpetit.
Thanks for playing!
Screenies




*NOTE: * There seems to be a bug with the movement timing occasionally in the HTML5 version (not game-breaking but slightly annoying), so it is recommended to play the Windows version if possible.
*NOTE 2 for HTML5 versions: *Saving between sessions is not working for the itch.io HTML5 version. It is recommended to play the GameJolt HTML5 version if you want to keep your savedata.
| HTML5 (web) | https://gamejolt.com/games/mindblocked/360988 |
| Windows | https://gamejolt.com/games/mindblocked/360988 |
| HTML5 (web) | https://diptoman.itch.io/mindblocked |
| Windows | https://diptoman.itch.io/mindblocked |
| Original URL | https://ldjam.com/events/ludum-dare/42/mindblocked |
Ratings
| Overall | 20th | 4.22⭐ | 68🧑⚖️ |
| Fun | 23th | 4.138⭐ | 67🧑⚖️ |
| Innovation | 182th | 3.672⭐ | 66🧑⚖️ |
| Theme | 280th | 3.867⭐ | 66🧑⚖️ |
| Graphics | 274th | 3.923⭐ | 67🧑⚖️ |
| Mood | 94th | 3.865⭐ | 65🧑⚖️ |
| Given | 43🗳️ | 49🗨️ |
Great job, I mean it!!

@triplefox Well, going from point X to point Y is a lot of puzzle games - that's the end goal, not the mechanic. As far as I know, there's no genre for an end goal. Sokoban's core mechanic is block pushing. This game's core mechanic is leaving blocks wherever you go - and unless I'm out of the loop - there's no genre for that. The idea was inspired from Snakes. If you really want to classify this kind, it'd be a kind of [transport puzzle](https://en.wikipedia.org/wiki/Transport_puzzle).
Best par is the gameplay.
A job well done !!
The little animations along with the moving sound made moving satisfying, which helps a lot in these games
Sometimes the main block would get stuck in between two tiles - I think maybe if I moved too fast?
The game got appropriately frustrating some levels in... great effort!

I'm using the web build, which may be the problem.
Just as we expected my brain was still puzzling out the levels as I was trying to sleep. It's Pokemon Ruby all over again!!! D:
Very polished and a great use of the theme.
@alexfalkenberg Yep, thanks for reporting that. It should be fixed in the current version.
@stevenjmiller It apparently had to do with delta timing which I was using for tweening. It should be working now... I think. I can't replicate it. I added the move_snap as an additional check as well. Thanks for the tip!
Really don't know what to say here besides the fact that this is awesome, the levels were clearly very well thought out and offered enough decision points to be challenging while still being limited enough to avoid feeling overwhelmed. The coins were a great way of embedding both an "easy solution" as well as "hard solution" into the same puzzle which must have taken even more careful planning (or just genius) to formulate in terms of design.
Graphics are simple but effective, the mechanics are all very clearly explained via the demo levels, and I really like how you came up with all the different obstacle types to throw into the mix level by level as a natural extension of the mechanic.
Solid job, well done!
@ddrkirbyisq I wrote a post about making puzzles too! https://ldjam.com/events/ludum-dare/42/mindblocked/designing-and-pacing-puzzles-for-jams-some-thoughts-from-experience
I think it helps so much when you design puzzles in reverse - starting with a solution then backtracking and changing it on the way.