Balance suggestion for permanent upgrades: don't have them all scale the same. In particular, some (e.g., multishot targets) are particularly valuable due to their expense/in-game scaling, so perhaps having these "significant" upgrades up by one every time instead of every 5 is justified.
4/5: 5/5 for design, -1 for sloppy execution. Good graphical look. Innovative puzzles. However: Lags a bit - problem with garbage collection, I think. Slippery controls. Star method makes R for reset a necessity, which this game lacks.
@skill34: They're releasing it as a mixed [pay/participate]-free game. They give you a lot of free material combined with even more that you can pay (for game maintenance, etc.) or participate (i.e., vote or make your own puzzles) for, just doing it in one package.
@POOkyBear: If you try to quit, you'll lose your costume. Second try will quit. Therefore, you have to lose Paladinhood. Depending on block arrangement & health, you may still be unable to win, but such is the way of the world..
@Dolohov: On squared in particular, it can tend to help if you use meta-strategies. I.e., use the fact that solution is unique to your advantage. For example: Suppose you have two squares, A and B, which could each be, say, the last square for a black 8 (all others are colored). Suppose also this is a two-color puzzle, and there are no blue clues adjacent to B (but there is one next to A). Then: if B were not black, then it could be either blue or empty, and there would be no way to distinguish. Since there is only one solution, B must be black.
@Balbanes: (SPOILER FOR PUZZLE) The two symbols mean "off." They're on the capsules only when the capsules are open - i.e., off. Thus, adding those two symbols tells the machine to turn the power (the cable) off. (And, for the record, I had trouble with it too, but it seems obvious in retrospect when he points out that "the symbols are different than the others.")
A tip on "Squared" (and also on the others, I suppose, with adaptation): you know the solution is unique. Use this to your advantage. For instance: suppose you are playing a two-color Squared level, red and black. Suppose you have an unnumbered square which is next to red numbers, but no black numbers. That square MUST be red, which can be seen as follows: suppose it were not; then, it could be either black or empty; however, both of these would be solutions, and since there would be no way to distinguish between them (since there are no adjacent black numbers); thus, the solution would not be unique. Since you know the solution is, in fact, unique, the square must be red. It's a kind of meta-knowledge, which can be quite useful if you are stuck.
Oops. I jumped up into the room that ends with three lasers. I did do in Black, and sat where the white laser was. Then I tried to jump over to where the black laser was, switching to white in the process, but while I did switch, I landed on a spike and died. However, the game still respawned me where I first landed... where the white laser was... when I was white. So I'm stuck in an infinite death loop now. THAT was the wrong way...
Simple, but challenging, puzzle game. Similar to Upbot Goes Up, I'll grant, but different enough to be distinct, and with different enough control to be entirely different puzzles, and therefore, while reminiscent, an entirely distinct game, challenging and enjoyable entirely in its own right. 5/5.