Fun but there's too much randomness in the game mechanics. Sometimes, the building fails to fall below the required level; other times it works just fine, even with the dynamite in exactly the same place. For example, in level 4, place one bundle of dynamite at the very top of the lowest vertical post on the right and place a second bundle at the very bottom of the second-lowest vertical post on the left. Sometimes, the building falls below the required level. Sometimes, it falls but pieces stay too high. Sometimes, it doesn't fall at all!
Ohhhhhhh. Apparently, I wasn't clicking on the wrong part of the planks across the door. My crowbar didn't work because I hadn't tried to go up the stairs. That's even worse. An interface that requires very specific clicks can be worked around by clicking all over the place. An interface that only unlocks actions after some arbitrary, unrelated task has been completed is just plain awful. Who in their right mind is going to think, 'Oh, now that the stairs have fallen down, I'll try again all those things that didn't work before, even if they had nothing to do with the stairs'? Now, I grant, it *could* be that the shaking from the stairs falling down loosened the planks. Fine but, in that case, you need to show it in the graphics.
And then I clicked *five times* in different places on the barricaded door with the crowbar. But noooooo! You have to click on just the right part of it to get in.
The interface is *infuriating*. Sometimes, you click on something and nothing happens -- not because the object does nothing but because Rupert is too stupid to walk around something to get to it. And then, every now and again, he just gets stuck somewhere and you have to go back to the menu and continue. Come on, guys. This is basic stuff that you have to get right and even the most basic gameplay testing should spot it.
After getting up to level 20 or so, the pieces on the first few levels look *huge*! :-) Given that, I was very surprised to see level 31 using big pieces again. By the time you've built up the skills to complete level 30, the next ten are really very easy, just because they're smaller. (Level 37, by the way, has at least nine solutions.)
I'm enjoying this very much (level 13, so far). It's been sitting open in my web browser and, when I want to take a little break from what I'm doing, I move to this tab and do a level or maybe two.
If you're going to have in-game instructions, pause the game while they're being displayed! I wa reading up on the different kinds of defense items but, suddenly, bugs started walking into the garden and I had to start building stuff without really knowing what I was doing.
Level 23 is supposed to be hard? It's solvable using just the bolt! Indeed, many of the levels seem to be solvable using less equipment than you're given, which is a little poor.
Nice game but B-17 is the most tedious thing ever. OK, so you work out the trick for getting bridge pieces from one side to the other. It's a kinda fiddly 28 moves so you feel kinda clever. And then you have to do it SEVEN MORE TIMES. That's another 196 moves that are all the freaking same as before. Wasn't once enough?
Nice game but it *seriously* needs the ability to strafe. It's really annoying to have to turn to face the zombies again after adjusting your shooting position.
@Alexanderiac: I'm sure it's deliberate that you don't need all the squares on some levels. Having unused squares can actually make the level more difficult because it gives you less structure and more ways to go wrong.
Great idea but lousy execution. Too many times, a beam passes right through a circle but doesn't register. Come on, guys -- working out if a line passes through a circle is about the second-easiest problem in computational geometry.
I very much enjoy the educational aspect of the game but the gameplay isn't so great. I've played the first three levels and, so far, I've not done much more than follow the instructions the game has given me.