jipporea: I was stuck on crumble zone for a little while - you have to make the map work for you. I beat it by protecting the doors at the bottom right for as long as possible, then concentrating on a combination of spikes, pushers, darts, and slime on the narrow horizontal walkway in the middle. When the doors break, a block in the right place at the top will force both groups to use the walkway but in opposite directions. The congestion helps slow everybody down in the killzone, and you make them walk along the rails as much as possible. You'll need to protect the top right gate too. It's a good level, it got me thinking...
I haven't played Little Big Planet, so I can't compare, but if it's better than this it must be good. I usually don't care for this kind of game, but I liked this enough to keep playing, despite the sometimes puddingy feel of the controls. The puzzles were well-designed and imaginative, without resorting to a lot of the repetitive retracing of steps that usually put me off. I didn't have a problem with the ads - just part of the scenery really. I'd rather have them this way than having them pop-up between levels or otherwise interrupt the flow of the game. I very rarely rate a game 5/5, but this gets full marks from me. Nice work, fella.
I can't find any incomplete quests - Mum now tells me to go outside cos it's a lovely day, and the vendor tells me he's sold out of whatever I want. The only thing I couldn't figure out is anything to do with the tower at the top of the map.
The intro is great, and I especially appreciate the attention to detail (belly hanging out, sweating from the physical exertion of taking a few steps outside his own front door etc). Subtlety was always over-rated, IMHO.
Is there anything I can do to lose $4, as I can't finish it with $29? I don't want to start again (I don't think I could stand it), but I really do want to see what happens to the little fat kid.
I really wanted to like this, but it's just so annoying - The level designs are abysmal (Up the Mountain? What's that about?), so sometimes it's more about positioning the parts of your craft so that they drop in the right place and fill a hole than it is about designing something that works. And why does the core have to be put back in each time you restart? There's only one place it go anyway!
I like the idea though, and a bit of a reworking could lead to a great game.