Can someone clear up how you END A SESSION? Damn thing is just sitting there and I have no idea how to get back to the building the room menu without going back to the main menu. IRRITATING.
New player, four days. Two Suggestions that have found favor in chat:
A) Have the shop and treasure buttons remain in campaign screen even if none are immediately available. Saves menu swapping for us AND you.
B) Reduce display time of the "who won the coin toss" screen and get to the freaking battle. This is information we can absorb in the length of a blink.
I think you're saying the VIPER game can't turn left. While i get the joke, the VIPER game is not fun. Or funny. Suggest reconsidering that option. Or at least making the joke clearer to those of us who don't know Zoolander.
Level 12 has a few spots (the spinners for the floating cube zone and the casette under the falling brick in the following zone) that were a bit hard to "grab" the control/knock down the casette.
Gotta say - not even the type of thing I usually enjoy, but I think the game is elegantly presented, the multiple difficulty setting interactions allow a wide variety of challenge levels, and the music is well chosen. The graphics are clean and tidy, and the responsiveness of the game is spot on. Could use a moment after completing it to glory in my solution - BUT that's a personal thing. Very high praise to the person or people who put this one together. Keep creating.
GREAT and awesome concept. Wonderful implementation. FIVE STARS
Then I got to the windmills level. All stars removed. I'm simple like that. I understand what needs to be done, but manipulating mouse AND keyboard separately does not work with a speed factor. Period.
Sorry. Level TWO tells me to move blocks at the same time. When i have clicked twice on a box and tried to move it it disappears. I reload level and it does it again. If i cannot pass level two THERE IS NO GAME.
Excellent idea, well implemented. That last jump just before you turn white was a bit tricky - I slipped through the steps twice before making it - but maybe that's thematic? While I do see other suggestions that promote some sort of indication of where to go and what to do, I think both those issues were fine, given the theme... I think both suggestions stem from a different issue altogether: the issue of not knowing if you are making progress / or how much progress you are making - indeed if you are making progress at all. Perhaps some indication of how many baubles there are still to capture, or f the change of body color (or eyes?) began earlier? Just my four cents.