I think that to make this more a puzzle and less a geme of reflexes, the maze rotation should stop during the ball transition between inner-outer levels.
The way it is now, you must take into account that you traverse openings diagonally or you can hit walls.
Tapir puzzle games are always great in mechanics. I think Teleport Twins is their best.
Graphic is quite essential and I like it, because in this way game mechanics stand out more.
I just wonder how Rect Pushers (the mobile version) is doing, in a market where almost everything is smoothed, round and fluffy.
Good concept, great graphic, but there's no way to steer away from a collision course once the object you're gonne collide with is the one you're going to grapple (the nearest one).
This requires planning ahead and the portion of course visible is too smal for that.
This is great game for just 10 hours of coding!
I think this is the reason someone finds it boring is it lacks speed and music.
The concept is very good: do not complicate it , do not spoil its minimalism.
Did I already say it is a wonderful game considering it took just 10 hours of coding for a bunch of middle/high schoolers?
Very polished. The artwork is at the same level of commercial games.
A couple of suggestions
1)"normal" doesn't sound right with other elements: what about "physical"?
2)I'd like an inventary tool for gems, without having to go through minion details.
I like it. I just played trying to maximize unit creation and I lost. I can see there's a deeper strategy (taking killing into account, I suppose).
The outcome of your play is carried out too fast: I cannot understand what's going on. A speed-regulating knob would be great.
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