Hints would be great, as would some sign other than sound when it comes to clicks. I played with the game muted before I realized it was unbeatable that way.
That's awesome to hear! I'll hopefully get to that sooner, rather than later. It's quite hard making more levels with the current mechanics, they all began to feel the same or weren't difficult. Any ideas/mechanics would be welcome!
More than two years on, and this game how less than a thousand plays? It's a shame that Kongregate didn't promote this more, because it has a lot of potential for an improved third version.
Great game, but it needs to be rebalanced for earning upgrades. There's a long delay in buying the second core where it's very tedious to wait for the upgrade and not worth rebooting, and even with the second core, the benefit is barely worth the wait. Adding intermediate upgrades might help, as would being able to retain qubits upgrades after rebooting.
This was the best puzzle so far, and I think I've played every single one of them. They were easy enough to figure out without getting annoyed, and there was a good variety of puzzles that all flowed together.
This game is a clone of Cyclomaniacs. While the art is just as cute, the weapons and odd controls make it less enjoyable that the game it's ripping off.
As with other games in this series, it's fantastically done, but there really needs to be something gained from losses. As it stands, it's just frustrating to waste time and shadow cores on losses.
I haven't been working on this instance of the game for long, but i am working on changing the text. Thanks for the Feedback!