Meh. It's just the same thing again and again. I drive my invincible van down the arrow-straight road and the pathetic mortals in their flimsy vehicles bounce out of the way and die. After some pre-determined time, I'm declared the winner, regardless of how many cops are swarming round me. Every now and again, I'm told I haven't hired the right specialist (er, guys? the getaway driver is responsible for hiring, now?) so I have to play a mission again. But, no matter: level five is exactly the same as level six would have been so who cares?
@rychurych Never do anything unless you're 100% sure! In multi-coloured puzzles, the cross is linked to the last colour you painted. So, for example, if you paint some black and then put a cross somewhere, that means, "I know this square isn't black." If you then start painting in red, that cross will disappear and only come back when you select black again.
It's an OK game but there's too much going backwards and forwards. It feels like, every time you do something, you have to go back and visit everywhere you've been to, to see if something's changed there. And the ending is just so abrupt. It felt like the game had only just begun and, suddenly, it was over. Having said that, the visual style and music are excellent. This feels like the start of a very good game but it needs more!
Overall, this game is pretty good. But there are some things that really need fixing. Level 27, for example, gives the player zero choice. It requires absolutely no skill or thought. There is one, and only one, possible move at each stage. That's fine for level 1 or 2 but, come on. Level 27?!?
The first five levels are extremely easy. That's fine -- it's always good to start gently. But, after finishing those levels, I already have nine out of 37 possible awards, which is ridiculous. Getting a quarter of the awards for completing the easiest 12% of the levels makes no sense.
OK, so I'm too dumb to do level three. That's pretty dumb but not so dumb that you need to make me wait through the same damned hint every time I try again.
The IPO propaganda is very tedious and the designers seem to have been very bad at playing their own game as many of the levels require far less ingenuity than they think. For example, B3 and D1 are possible without building any tools at all (in both cases, you can just ram things) and D4 is trivial using just a glued bar, even though the hint says that you need torque but can "struggle through" with swing or spin.
Maybe I'm just being dim but I can never tell if my cannon are going to fire to the left or to the right if my ship is sailing up or down. How am I supposed to tell if "up" means "to the left" or "to the right"? Some visual indication would be really useful.
Dear adventurers who wake up and realise you're too chicken to take on the quest I sponsored you for, how about you give me back the item I gave you to help you on said quest? Grrrrr.
"I woke up this morning and realised I needed this item, brisk beverage. I opened my purse and realised I only had 274 gold pieces." Dude, just go to Starbucks like everyone else?
I have a sorceress who keeps visiting my shop and complaining that I'm "always out of stock" when I don't have a rare staff to sell to her. Lady, which part of "rare" don't you understand?!?
So, wait. A platform game where you can walk off the edge of a platform without falling back down to the ground and it not only gets released but it gets badges, too? That's the sort of bug you'd image would get ironed out the first time anyone even played the game...
I find the interface very unintuitive and, almost every time, I click on the wrong side of a glyph and have to undo to go the right way. On my display, at least, the arrows that are supposed to remind me which way a piece is going to turn are completely invisible: I can see something flashing but it doesn't stay there long enough to let me see which way the arrow points. Much more intuitive would be to click on a piece and then drag in whichever direction to rotate it.
Meh. Too many objects hidden in arbitrary places (come on, all that stuff in the van -- really?). Too much trekking backwards and forwards between the two most distant parts of the map. Too many bizarre failures to use things in the obvious way (a hammer that can knock a hole in a wall can't open a wooden drawer or glass-fronted cabinet; said hammer or a curtain rod can't kill the zombie in the basement; I have a drill and an extension cord but I can't drill out the locks on the bedroom door or desk drawer). Too many absurd combinations of objects (you can stop the flow to a gas fire by putting a small clamp on the copper pipe that supplies it with gas? You can see that a van has no spark plugs while you're sitting inside it?). Puzzles are supposed to be solved by logic but this is completely illogical. That, and, when the mouse pointer is anything but the hand because it's impossible to work out which part of the object is the cursor hot-spot. The game just isn't fun. At all.
Some of the "Earn X dollars" challenges are very tedious. I keep ending up a few hundred short and having to just keep the last igloo alive while I shoot the snowmen coming out of it for five or ten minutes, until they finally leave enough coins them. Am I missing something?
Nice graphics but the game is incredibly easy and there's not much point in having achievements when it feels like you get two or three of them every level.