Multiple puzzles with similar formats (colours, four digit codes, etc.) are annoying. Every time I think I've worked out a clue I have to try it in a few different places to see which puzzle it's for.
My biggest problems with this game are the annoying control system and the lack of feedback. Clicking the mouse button attacks, but only with a ranged weapon. Jump height appears to be random. Weapons suddenly disappear with no warning, and there doesn't seem to be any way to tell what the difference is between them.
Enemies that stun you and then hit faster than you can recover or escape are incredibly frustrating, especially when then level design makes it *very* likely that they'll get the first shot in. Combined with the control and feedback issues, this makes the game unplayable for me.
ok here you go: all weapons disappear after 20 hits (except the ones you start off with), use space to use the melee weapons and the mouse gun( the one that shoots arrows) you can aim with the arrow/mouse. you can stun enemies by jumping on them. it was made hard to last quite a long time.||use shift to use the shield (helps stop lots of damage), that clear things up?
Very nice. The puzzles were about the right level of difficulty and there was a good balance of non-obvious items without any pixel hunting.
I could have done without the locker incident. You created an appropriately creepy atmosphere without having to resort to sudden shocks. (Still well worth a five star rating, though.)
The interaction mechanism is really clumsy. Move-follows-mouse isn't really very compatible with click-on-things-to-interact, and click-for-jetpack is definitely problematic.
Great game, thanks. It managed to hit just the right level of difficulty for me -- challenging without being frustrating.
There was one (minor) exception to this. The herding level (sky 10) requires precise placement and detonation timing, which I was unable to manage consistently. It would have been less frustrating with time bombs making the timing consistent between runs and allowing me to tweak details without the blocks shooting off in different directions each time I clicked. This didn't really impact my enjoyment of the game, though. It just struck me as a bit odd that only one level required this kind of precision.
It doesn't necessarily require timing precision but it depends very much on how you approach it. This level has more "degrees of freedom" than almost all other levels, in that you can try different strategies and there isn't one solution or a "puzzle" to solve. I agree its quite hard and actually using the timed bombs making replay easier would make sense :)
ok here you go: all weapons disappear after 20 hits (except the ones you start off with), use space to use the melee weapons and the mouse gun( the one that shoots arrows) you can aim with the arrow/mouse. you can stun enemies by jumping on them. it was made hard to last quite a long time.||use shift to use the shield (helps stop lots of damage), that clear things up?