The idea is interesting, but having to share the same real estate between resource types is a mistake. Placing farms and servants in locations that need to be defended would turn this into a linear RTS rather than just an over-crowded mob defense game.
It would make the point a lot better if there were some sort of populace reaction/competing news source that demonstrated why it was hard to show positive things rather than the game hamfisting you with "no, your stupid notions that this could ever be used for good is dumb, be bad so the game can prove how bad these things are."
When I used bombs to lower a mole to China's surface, then road it out into China, the mole continued trying to dig through the sky, effectively flying upside down, before exploding. This was incredibly epic, but when I landed, the level failed to reset, leaving the game stuck.
I like the additions to the game but the fundamentals (population size, food output, what spaces can be turned into) all feel more poorly balanced than in the first game.
I do commend the change that people are more complex than just having one specialty and learn more from the missions you put them on.
As a philosophy buff, I love this game! Excellently done! I would argue that the philosopher that is my (user)namesake was interpreted a little too narrowly, but it fit perfectly with the ending and overall story so I wouldn't even want it to be changed.
As a teacher and gamer it's a dream come true to finally see an educational game done right. I simply can't praise this enough!
The controls are almost impossible as menus require you to hold your finger somewhere just to open them, and there is no multi-touch support, turning the game into whack-a-mole, trying to select an option before the menu closes. Droid X.
When is a physics engine TOO intricate? When you put no effort into making sure the pieces can be placed consistently. The game makes it all but impossible to do the exact same thing twice in a row, which turns fun into frustration. It's a shame, some of the puzzles would be quite brilliant otherwise.
Elegant in its simplicity, the artsy factor is there and executed well enough to be tongue-in-cheek while not overshadowing the game experience, but what makes this one a keeper is the constant subtle flux that slowly transitions you from chasing the other squares to dodging them as things speed up and the space gets tighter. Few games have such a smooth, natural learning curve, let alone cause you to change your tactics so instinctively that you don't even notice. This also makes it pretty universal in its accessibility from casual gamers looking to spend some time just zoning out and not having to think to hardcore fans of classic arcade games looking to strategize how to maximize their score. Bravo.
Way too linear and limited, not just in mechanics such as inventory and pet slots, but in your actual options. The pets, items, and abilities aren't differentiated enough to make them interesting and the map and quest layouts are so dull and direct that it turns an attractive game with a lot of potential into a grind-fest. On the up-side, assuming the code of the game was written well enough to expand, all it would need is to open up some slots and add some non-linear advancement to make it a real joy to play. To make it a real classic, it needs some more options for raising the pets though to make them more than just another piece of equipment (assuming they're going to be a focal point for the game, as the amount of devotion the game has to finding, hatching, and raising them seems to suggest).
What kills the game isn't only what people have mentioned: the horribly laid out controls which can't be customized, the delay before using powers, and the wall-jumping not working half the time; It's that the parts of the game which should be the most fun rely on these so heavily and to be timed perfectly. This makes the action part of the game thoroughly unenjoyable. The more puzzle oriented parts of the game are bland and boring due to it telling you exactly how to accomplish them and then repeating the exact same puzzle over and over in different places. Another game ruined for not understanding its own weaknesses and strengths. 2/5
Should be working fine, might be a visual issue. I will look into it, thanks.