breaks one of the cardinal rules of gaming: don't ever let the gamer get completely stuck. For example, the hourglass level. If you go down the hourglass on the first half of the game, then you can't mop up all your past selves because you have to go up the side of the hourglass, which is an impossible chase. And then there's no way to fix your mistake. Otherwise a good game.
breaks one of the cardinal rules of gaming: don't ever let the gamer get completely stuck. For example, the hourglass level. If you go down the hourglass on the first half of the game, then you can't mop up all your past selves because you have to go up the side of the hourglass, which is an impossible chase. Otherwise a good game.
well, I got the heart and the timer drained straight to zero. I guess that means I won? A game where you can't tell if you won or not is odd... good otherwise though!
I remember a much more entertaining version of this game. This one is horrible. No real way of telling what when you're getting to an upgrade/downgrade boundary, no way of controlling your ship upgrades, nasty fire control. urgh!
this is a very surprisingly good game considering it has such a babyish interface! It takes a while to get going (the first few levels are very easy), but if you force yourself to get ALL the coins it is a puzzle worth thinking about :) 4 *s.
the levels are too long. It would be better to have some introductory levels to get the hang of the mechanic. I think there isn't enough visibility in this game.
great concept, but I managed to finish the game by clicking intuitively/randomly: so I didn't have to conceptually grapple with the rules that much. It would be nice to see some levels where you can only really solve them by (at least partly) reasoning through the moves. Not sure if the game mechanic allows for that. But a nice idea and beautifully executed!