@3em7pty4: the 'save' option directly inside a mission only saves your place in the middle of a mission. So if you wanted to come back and load a mission-in-progress. But it doesn't save your final score/completion status overall in the game. For some of us, the overall progress stopped being saved/remembered so it 'resets' back to an older/previous/default scores completion levels whenever the game is closed/reloaded. It used to save/update those automatically, and now it doesn't seem to remember them between gaming sessions. It's like being stuck on an old cookie that can't update. Possibly the way it needs to send/save the info got phased out, so the newer gameplay progress can't properly save? I see no way to manually force it to remember my new scores, it always loads with my old ones. Which is a a little annoying.
I find this game so addictive and yet somehow soothing to play, that I keep coming back to play a few more rounds. I especially like the 8x8 1-19 style levels, which I'd first worried would be a horribly painful challenge but turned out to be a lot of fun for me to deduce my way through them.
I really loved the concept of this, but like others have said, it has inconsistencies with whether it's 2d or 3d in how pieces respond when moved. There are times that going over will move a piece down one layer as well, for no discernible reason. For example, in level 3, you can take the cube with a single dot on its top, move it over to the far top-right edge, then move it up to the top uppermost layer, then move it one space over towards the middle. It will do so, but it will also move down one layer at the same time. It shouldn't be moving two layers and directions in a single movement; it should have only moved over once. It also means that sometimes pieces can be moved right next to each other, and other times it will be impossible because one always switches layers to additionally move down beneath it instead. Frustrating to have such inconsistency in a puzzle game while trying to test and eliminate different position combinations though.
Got tired of trying to find a certain shape on the random map, so instead I found one that had half of it correct, then used a combination of cutting, rotating and stacking to create the shape that I needed from the pieces. A bit round-about, perhaps. But it worked. Was a lot easier than searching the map in random directions for hours.
The controls are absolutely miserable, too sensitive, unpredictable. A simple drag can sometimes jump around without apparent reason or warning. Released blocks may continue to move. Sometimes angles or moves close to the board edge causes the blocks to move in more than one axis at a time, jumping them rapidly back or forth in ways that sabotage precision or eat up more moves than intended. It makes the controls seem slippery. The lack of precise control over movements makes the game's focus on limiting moves for the score system into a very frustrating exercise, because you almost have to fight and wrestle the game's own control system in order to score well. Makes the game's actual puzzle solving take a backseat behind babystepping a temperamental control sensitivity. I am surprised that the way the controls behave was never polished up to remove the sensitivity issue. The first one doesn't seem to have the same issue, which makes it a lot more enjoyable to actually play.
@TheCrazyMintKing: Sorters work, but need programmed. There's a help tab in game (same row as upgrades, near the end). Basically, make sure your cursor is selected (not a building or conveyor), then click on the sorter you have already built. then up above where the pause button usually is there will now be three dropdown menus. They go from top down or left to right in order. Select the dropdown menu for the output slot you want it to come out of, then select the resource you want it to be sorting out of that slot. Example: if you want to have plastic come out of the topmost slot, click on the topmost dropdown menu and select plastic. Pick another one for waste, select it, etc. Select anything from build menu to deselect the sorter and make menus disappear back to normal. The nice thing about sorters, is that they don't get confused or switch conveyors if something backs up, they just wait until they can continue again.
Is there no save? Didn't seem to remember that I'd already finished some of the levels from last time. It would be a shame if it doesn't save progress. Not sure if bug or lack of saving feature intentionally. If it's the latter, please consider adding a save option to the game, oh lovely Developer. It would be much appreciated!
To drop the bucket: press the spacebar on your keyboard to open the weapon menu, then select any of your weapons. It will drop the bucket when it arms you. Just in case anyone else had the same luck I did, and was still holding a bucket when they needed to fight. Took me ages to figure out how to get rid of the extra bucket so I could fight again. Note to developer: there needs to be an easier way to drop the bucket when it's not needed. Maybe add a 'drop/discard bucket' option to the sink? Would be most grateful!
Loved it. (except for the self-rotating circles level, that one needed to be more forgiving about close-enough because it was frustrating to drag just a micro amount then wait, then a micro amount more to the left and then wait for it to turn around enough and nope not quite close enough yet...gah. Great concept but frustrating in practice). But I loved the rest, loved the game, the concepts, all the variances, the beautiful images, the relaxing music. It was fun to solve, relaxing to play and I loved it.
Seems to be some kind of bug with saving, it keeps starting me out with the same 16 coins and the same old start point of progress. I've used the blue save checkpoints spots both in town and in the first dungeon. It will say that 'progress saved!' etc every time. But then it doesn't seem to actually do it. I have even told it to start a new game and played from scratch. Doesn't matter though, because every time I load the game, it always starts me back at that same old progress point from way early on when I first checked out the game. I enjoy the game but it's getting old having to replay and re-grind coins to level up in that first dungeon every time I load the game. Shouldn't the save feature remember the new start point and not the old one, after you tell it to save? It's been frustrating. Other than that, I really enjoy the game. Just wish the new saves would actually be saved, instead of always loading that one old save point no matter what.
Maybe go for symbolic ants instead of the literal number in the animation of the painting? Because the lag as you get more and more ants is a literal drag...Other than that though, I quite like this one. Watching the art and the ants is fun as well, so I wouldn't want it gone completely, just maybe simplify how many ants are explicitly shown running around?
the controls are so glitchy and unwieldy that it's basically unplayable. Cool theme and graphics are nice, but it doesn't matter if a game is nice looking if it's unplayable./
This may be a bug. After the update today, it no longer lets me step on portals, instead giving a warning message of "dangerous terrain!" and refusing to step there. Which is different than how it worked yesterday. And it kind of breaks portal levels if portals can't be walked on anymore or used. When did my character get so cautious...jk There was also a level with a timed gate and apparently the downward stairs were behind that gate ...and so was the only switch. Is that how it's supposed to work? Some of the other updates were nice though! Just wasn't too sure if these two things were functioning as intended or not.
I wish food was slightly more available. You seem to need it more often than you can randomly find. And shops don't always seem to have it in stock either. It feels like that could be adjusted by just a little and find a better balance, because it really sucks to have played carefully and still find yourself with no food, completely hungry, losing hitpoints as you cross your fingers that you find some meat in the next room before you die from hunger. So either slightly more ways to get food or some other options to refill hunger sometimes would be nice.
A few things that I really wished this had: 1, ability to speed up, 2, ability to cancel/surrender a battle if you need to try something else and it takes too long to watch it lose slowly, 3 make the game save automatically, because I cannot count how often I have had to start over a section (or the first time I came back to play more, starting over from the beginning all over again) because it is not obvious that the only save happens manually. Which makes the inability to speed up the battles even more painful when you sometimes have to repeat yourself because you didn't save it after every action/battle.
Nope, both sound like bugs, thanks for the heads up, doing a quick update to make sure at least the portals are working.