Thank you for your kind words.
I still have fun with it, my kids too.
I have core mechanism working, but i tell here not now(!) everything i implement.
Soon i do a gameplay sneak peak of one or two gamemechanism, but i sure show not all, before Demo is launched, and even then i hold back some content first.
I like to have one step as backup minimum failsafe.
Goal…
There are beams and blocks and walls (specific) you can stack and grab blocks to reach switches, or new rooms, but with a small twist.
You have to use platforms to reach your target and they could be “influenced” by the blocks.
Ok you stand there and stacking/arranging blocks of different size to reach your goal, but when you used to many blocks, or used to much time, a fresh function will arrive, it is a “neutral thing”, but the third function is foe for function two and function two is completely peaceful, but the third is not.
Ok while you are in a limited space with all your creativity upstacked blockstuff, function two is coming but better look out that function two is not near your “bridge” while function three tries to rape function two.
Massive impact, “bridge” gone.
Restack again or try to avoid that the function 2 is near your stuff while impact.
Leave zone before, but leaving could be a problem if not wisely planned.
I found some very basic mechanism(nothing new) and i build up the game around them.
When you can grab not only blocks, perhaps you can build things with it…
My ideas are only limited by my knowlege. ^^