Kitilid necromancer is a good build for new player who haven't earned many good titles. Let your skely pals get dirty while you stand back and poison anything powerful enough to squeeze through. Swarm is also a great boss killer, and in the long run does decent damage even to enemies resistant to poison.
Aha! I've figured it out! This is an inception! The gummies don't care how many of them die or how many times Burrito Bison escapes because they are merely projections of the subconscious! It's obvious that Leonardo DiCaprio is trying to implant an addiction to sweets into Burrito Bison, thus causing him to gain weight and end his wrestling career! But this time he will not succeed!
Ah, there's just something intrinsically hilarious about watching a big beefy masked wrestler guy bouncing on a pogo stick with a deadly serious expression on his face.
Urgh, always seems like I'll roll the ideal city. School, hospital, laboratory, and some farms all within one space of my initial blocks, some good happiness and defense buildings on the second ring. Plenty of survivors and food around. And then my first missions will fail and I'll lose my leader and a soldier or two. -_-
I had this beef with Monochrome too. There's a reason why space shooters usually aren't grayscale, why in fact they're usually one of the most neon-colorful gaming genres out there: because otherwise they look boring as *&!#. And it's not like making something gray makes it "colorblind-friendly." All you need is contrasts of value to compensate for people who can't see contrasts of hue, and you can't get much more value contrast than BRIGHT COLORS ON A BLACK BACKGROUND. Anyways, I'll try actually playing the game now. Maybe, like Monochrome, it'll be fun enough to make up for its dumb stylistic premise.
Hmm, based on my early foray into level 2 I've decided that the outside is evil because there aren't many computers. Wha-?! Wait a minute, you've even got me THINKING like a 35-year-old man-child!
This really wouldn't be challenging as a RL toy. If you study the puzzles closely, even the complex ones, you'll realize that most of them could be disassembled just by shaking them and letting gravity do its work. Which wouldn't be a bad idea for a game feature. ;) But seriously, as has been mentioned, the precision gets annoying. Maybe allow one piece to "jiggle" another if they're very close to sliding through a gap or whatnot.
This one is so easy and simple it feels more like a demo than an actual game, not that it wasn't fun to play. I hope the sequel has a lot more depth and challenge.
Bah, a laughably simple fix would cut out 90% of the frustration in the game without really taking away any of the challenge. Make it so if the player clicks in midair the character will jump as soon as he touches the ground. [+] if you'd like to see this change!
And the moral of the story is: Mexican candy is terrible. This entire game is a metaphor for what happens inside your stomach after you eat Mexican candy.
There should be a way to quit to the menu from within the game, unless I'm missing one. The early game at harder difficulties kind of depends on catching some lucky breaks, and while I accept that this is just one of those games that does that I'd like to be able to "reroll" a little more quickly.