I understand that the idea was to poke fun at the tropes and gimmicks of platform games and to make you think outside the box, but because the mechanics changed between levels, it felt much more like trial and error than clever design.
Loved it! I liked that there was some light exploration in the levels. I played most of this game with the sound off and my own music playing... big mistake!
As everyone said, this is a really fun game that has some big flaws. The jobs are all sort of the same thing, and it's too easy to level up fully. There's also all the little things, like destroying ore if you walk over it when your inventory is full.
Okay as far as Picross goes. I like that there was a theme and structure to it, and the art is great. The fact that the numbers greying out basically tells you the solution takes some of the fun out of it, but it's even stranger that they don't tell you when you're way off and, say, have too many (Picma does a good job of that).
This is such a neat idea, but I stopped enjoying it after level 50. I was able to identify what the shapes were but not specifically what word you were thinking of. For instance, I thought level 60 was supposed to be a venn diagram. I guess that's just an inherent flaw of making it more abstract as it goes on.
I love picross, but this one could use a couple tweaks to the interface. I'd greatly prefer being able to use Ctrl to mark a tile as blank, for instance, rather than for freezing the ruler.
There's gotta be a good anti-SOPA game out there, but this one is awful. It's buggy as hell, and the commentary isn't anything interesting besides "everything has been replaced with a censor bar."
Aaagh, another game like this? The "buy upgrades, then do it again" games are fun to an extent, but I just can't imagine playing another one after Burrito Bison, Learn to Fly, Toss the Turtle, Flight, Hedgehog Launch, etc. etc. etc.
Bleh! Why did you restrict the connections between rooms to only the "right" ones? There were half a dozen times when I could have gone from one room to another, but the game arbitrarily decided that I couldn't. You took the main mechanic from Continuity, but none of the fun experimentation. I can't imagine how this could've been more on-rails.
This is barely a sequel. It just adds a few more elements - which are incredibly tough to make given the hundreds that are already there - but does nothing to address the dramatic problems of the original. The least you could've done was change the system so you could, say, see which combinations didn't work after you tried them. I stopped playing the instant I saw all Episode 2 did was add "Void" at the start.
I loved the original, but this is just stagnation. Bleh.
Fun, but I really want to see people come up with a a concept besides "You are in a grey test chamber, use physics to survive." And the person narrating has conflicts about trusting you. That's been so, so, SO overplayed.
I like sim games, but the customer logic seems a little off. I had a bunch of people walk out because they wanted urban music, but that's the only thing I had in stock. Great concept, but like a lot of people said, it just needs some testing. To say nothing about that cash register dilemma.
I enjoyed it! The volatility of the moving grid makes it tough to figure out strategies in advance, and the difficulty rises a little quickly, but it layers it all on nicely.