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That was actually pretty compelling, and I'm not usually into high score games. I also initially thought that I was trying to end with the highest possible count on a block, which had a weird risk reward thing to it because to get the number higher I had to drain it and survive while it transferred to the next one. Obviously that's not how it actually works, and the way it is currently is definitely cool! just a thought

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(Replying like a year later, but!) I actually thought about scoring it that way when designing the game, but I thought it would be too tricky to make sure it was balanced properly. Maybe I should add that scoring system as an alternate mode, or something.