The thing that boggles me is that the designer played this game and decided the sloppy controls (caused by a lack of friction) worked in an obstacle-course game. Um, no. The challenge is supposed to be figuring out a way through the traps, not in seeing how few times I can die before getting the guy to go where I'm telling him to.
2 for the game, +1 for the different take on the find the differences games. Potential area to improve: make the similarities fit--the leg in the second scene was cute, but many of the others seemed to be "let's grab a small collection of pixels from one picture and place them in the other". Also, make more potential similarities, and randomly pick them when the level loads.
If you're having trouble with the boss, try blasting past him with rockets (you'll need two, especially if you've shot him a few times). Once you're past him, there's a spot that you can turn around and cook him from in safety.
Wow, never thought I'd see a "follow the path" game that looked like it took more than 5 minutes to create, or that was worth playing. This is amazing.
Final comment: the repositioning menus looked cool, but detracted from the playability. Aside from the delay in waiting for the menus to move, you constantly have to change where you're pointing. For instance, the "Go" button, which is probably the last one you'll hit before reaching a town, is in the same place as the "Battle" button once you get there. VERY easy to accidentally start a siege, and there's no "oops" button on the message that pops up. It'd be much better to swap the "Enter" and "Battle" buttons.
Also, as many others have noted, too many glitches: the "Go" button appears right after battles end, and clicking on it before the menus reposition themselves can cause problems in your next encounter (though I abused this on the guild missions where you're attacked every other step of the way). Had to reload several times. Also had many times where visiting towns didn't heal me, and since there's no health display outside of battle, it was hard to know whether it was safe to fight or not. Oh, and if you conquer everything, continue, and then do one of the guild missions that requires you to take over a town...you get the conqueror ending a second time. Another amusing one: when traveling, you can still see the search button on the map (though I couldn't get it to do anything). And for no reason that I can figure, the final boss of the Enforcer's guild only had 30 HP when I found it--one hit win for me. "What a fight" indeed.
Decent concept, poor execution. There's no thought required for the trading; the price you see on the map is the price you'll get when you get there. Which makes the game very repetitive.
Average game. Many of the levels have easier solutions than the designer apparently intended; level 23, which the author says "its just hard to beat", can be solved with one bolt.
For anyone who is worried about completing the game before the bestiary: Don't worry. After you kill the final boss, you can continue your game...and, in fact, you can kill him all over again. And since he gives a metric ton of exp, you don't have to grind as much to max out your levels!
Having to start over entirely after winning is annoying, as is the fact that you *have* to submit scores upon completion--the menu button isn't reachable. Fun puzzles, but not overly friendly to winners.
Too bright--can't see much of anything until you solve a planet or skip out into space, and there's nothing to do in either of those cases. Other than that, interesting game.
Music is painful; it gives the same word multiple times in a row; when you get the word right, it's unreadable against the eye-destroying background...Overall, meh.
How to handle the second boss: let him set off his own land mines. Of course, that means that you need to dodge his other attacks, but appropriate jumping, rolling, and fighting will get you through.
Definitely an improvement over the first two Remus games, if for no other reason than that generally the characters actually cause things to happen, rather than watching from the sidelines.
The one thing I can think of that would make this game better would be some way to "mark" a tile that you don't want to consider rotating again. Even changing its color slightly would be great.