One of the things that makes this game not-fun is that jumps over pits have to be timed much too precisely. Jump even slightly before the pit and you won't clear it, even though it's only an inch wide.
Nice graphics but the moving camera is annoying and the killer is the complete lack of problem-solving at all in this game. It might feel like you're solving problems but, actually, you're just finding the next thing to click on. Meh.
I didn't find this very challenging or interesting, sorry. Too many of the puzzles were variants of the same simple ideas and the only one that caused me any problems was 35, which I still think has inadequate cluing. Also, if the player turns the sound off, don't frickin' turn it back on again when they finish the game!
It's great that you can work backwards from the end, too. But if you work backwards and forwards, you can't link the two lines! You have to draw over one of them. Ugh.
I don't find the puzzle itself at all appealing. There just seem to be too many rules so it all just feels contrived. And the implementation suffers from the usual Conceptis user interface problems.
The user interface is far too fiddly. To make a bridge, you must move the mouse over a number, move off that number and click. This could easily be redesigned so you just need to click in the right place to build a bridge and that would be much more intuitive for the user. Think about it: in what other application does it matter how you move the mouse *before* clicking. Click and drag is common and natural; point, move and click just feels weird.
A nice puzzle with a sensible level of difficulty but there are too many little niggles. Level six only needs two magnets. I'd want to skip the animations. When there's only one kind of magnet available, it's annoying that the game doesn't auto-select that kind of magnet; instead, it remembers what kind of magnet the player last used. There should be a way of deleting a magnet that's already been placed, other than undo/reset.
Nice game. My only criticism is that it's very hard to find the exit in the last level, whereas in the earlier ones, it was fairly easy to work out where the exit was, and the challenge was just in getting there. But that's not a big problem and this is definitely one of the best Ludum Dare entries I've played.
You know that something is badly, badly wrong with a game when there's an achievement for "survive ten seconds". The controls are absolutely dire: the game wants you to aim through a narrow gap but the pointer rotates so quickly that it's impossible to position with any precision at all. This game is a natural for mouse control; without it, it's completely unplayable. I come to Kongregate to have fun, not to get frustrated. Over and out.
This gets very frustrating, very quickly. The inability of the editor to move existing points makes bridge design into a tedious sequence of deleting things, trying to draw them again, not quite getting it right, deleting them again. And then you discover that the walkway sections can't be as long as steel sections so you have to start all over again. The concept is a really good one but the gameplay makes it impossible to enjoy. Seriously, did you play test this *at all*?
The dog always starts seems to start on the left and the boy on the right (at least, in the first few levels), so it's completely counterintuitive that the boy's controls are on the left of the keyboard and the dog's on the right.
The worst thing about this game is that it's just total luck as to whether you manage to eat a few proteins early in the game. On higher levels, there are more enemies so you need more luck for proteins to pop up near you. If they do, you're too big to eat so you win; if they don't, one of your enemies eats you.
Game plan: swim around, eating the occasional protein; wait for dumbass opponent to divide; wait; wait; wait; opponent divides; eat opponent; win; next level; same again.
Ugh. So you can turn off the music by pausing and selecting the option there. But it doesn't remember that from game to game and it always plays it's three-second loop in the menu. And why does my gun just stop working? Have I run out of ammo? How do I get more?
This is a nice enough game but it gets super-grindy towards the end. As I recall, I had all the upgrades before I had 1,000 people so, from then until 2,500 was really dull. It got really boring watching the explosions. It got annoying that the only way to find out the surveyor's results in time is to search through the whole map on "build town" mode because, otherwise, you don't know where to put your HQ and/or a drop-off zone.