Thanks for the positive feedback! A number of you have commented that the game would be better. The reason I didn't put sounds in is because I've never really worked with sound libraries before and the LD isn't really the environment in which to wrestle with unknown libraries. Also, I'm not a musician. I'll keep it in mind for the next LD though!
Jolle: Yeah, the scoring's a bit *boop*ed. In hindsight I would've gotten rid of the ammo usage penalty altogether (either that or get rid of ammo.) The balancing between the different ways in which you can score points is a bit off, too.
I opted not to give the player a minimap for several reasons: One, I wanted the player to look at the main screen most of the time, not at some map in the corner of the screen. Two, I wanted the player to actually make the choice between planning ahead (which will cost you a couple seconds) or rushing into things (which might make you run into a dead end.)
AestheticGamer: Imagine the anchors as pillars on which the entire world rests. When a block is no longer connected to a pillar, it will collapse.
Rialgar: Originally this would've been a puzzle game that worked with exactly that concept. I chose not to do that, mostly because I didn't have the time to design levels.
I would still like to make that game though...
Alcazar: Thanks! But it's just guy, singular.