Adding context and message to the puzzles in Gateway II is a massive improvement. Found this after the sequel and just the puzzling mechanics are way less satisfying -- puzzles feel more arbitrary and there is less sense of progression/satisfaction/resolution.
Feels a lot shorter and smaller than the first game, which I sort of got lost in (in an immersive, positive way). I still enjoyed this one a great deal, but wouldn't have minded having a bit more to get lost in. Kudos on another great environment and a music track that I don't get tired of.
This is the right kind of brain teaser for me. I already saw the feedback that move takeback will be added in future games, but that's the only missing element. I like the music and an environment where I can just play with the pieces while I think through a good puzzle.
Better than Kongai, but that's not saying much. The design definitely doesn't understand what is an appropriate cost for various effects or how to balance various strategies against each other. I just threw all of the efficient red creatures and kill spells with the incredibly broken white spell that lets you pay 3 life to destroy anything and stomped my way through all of the challenges. Only other card needed is the (also broken) red spell that makes all of your creatures huge for a turn.
Lack of feedback is obnoxious. All of the health bars for overlapped enemies hide each other, can't even tell your avatar's health etc. if you're in melee.
visually interesting, good mellow music for a chill little puzzle game, but a little awkward to control and some of the levels seem more "pleased with their ingenuity" then actually puzzling or interesting to play.
Still very fun, but compared to the previous game, many of the solutions are very obscure. I enjoy myself more when I can stare at it, try a few things, and then find the solution. A lot of these took longer than I wanted to find the solution.
Yeah, once you figure out that the available upgrades are not balanced against each other, it is much easier to exploit the upgrade tree.
I would have preferred for speed to be useful somehow.
There is enough of interest going on here that I'm incredibly frustrated by the sheer number of ways this game crashes Firefox.
However, career mode mostly devolves into repeatedly replaying matches for cash in order to buy the obvious best "tank" style vehicle which is always capable of crushing your opponents. Multiple viable "specs" for robots would be interesting.
Challenge mode needs a way to immediately end the challenge when it is obvious that you can no longer win, such as in Challenge 4 of the Dragon kills your sword.
Glad you enjoyed yourself!