A ssimultaneously a sliding-block puzzle, the procedurally generated dungeon broken up into a concept, it’s hard to resist: a Roguelike that’s tetromino-like parts that can be steered by the player.
The appeal is obvious from the moment you set eyes on it: a mashup that alternates between combat, where between attacks and dodges you can rearrangewhere interlocking blocks must be shuffled around in the correct order to reach the exit.