Aha! I finally noticed the magnifier. (It's so stylish I thought it was just set dressing.) It makes it much easier to shrink the larger puzzles. I suggest that you default every puzzle to showing at a size that shows all the numbers, and highlight the magnifying glass the first time a player does a puzzle that has to be shrunk (possibly with a pop-up).
Also, trying to resume a saved game freezes the entire flash module for me (no response from clicking anything), which is kind of a bummer, as I want to play the complex puzzles on breaks.
The game feel is fabulous. The puzzles look great.
The inability to see all the numbers at once on large puzzles makes it almost unplayable past 20x20. Please fix.
Very pretty, but waaaaaay more twitch than I can handle. Stuck on level 4 with my blood pressure going through the roof. jmtb02, I love your work, but I'll have to catch you on your next game.
Gameplay is good, but I presumed the writers were anti-Fundamentalist (and preachy about it) until I got to the end text... Wait, you agree with *Rick*? He's such a prince of a guy. Anyway, gameplay and art were excellent, story was both too gory and too confused about its messages for me.
Puzzles are smooth and interesting. My only complaint (other than the awful white screen loading problem) is that when I'd done everything, I had no idea that I could get back out of the building, so it was like, "Did I vaporize her? Did I lose? There are no messages telling me what's next." I had to go to a walkthrough to find out I was done, which was a bit of a letdown.
I'm really impressed. I was utterly absorbed, and my only complaint is that I want more. Specifically, I want the super stupidly hard challenges, ones that require me to figure out that this board will only be winnable by speed, or by defense, and have to rebuild my virus accordingly, so even with full upgrades I have to work at it. Otherwise, flawless.
Very smooth, took thought and observation but didn't require any tricky clicking or psychic powers. Great work! (What's the deal with the karma arm, though?)
Elegant, circular, and there's no way to "fail," so there's no fear of clicking wrong, but the puzzles are still subtle and interesting. This was a very cozy little game.
Good lateral thinking - this is best as an educational game in lateral thinking, probably aimed at about age 12. (Or between 8 and adult, depending on the speed of the learner, of course.) I also would like to see an expanded version with more open-ended and tricky setups.
Curse you, Level 28! I spent over 24 hours of my life and six sheets of hex grid paper working out that level. Take that, walkthroughs. Grrr. Oh, and great game.
This is a fun game, but on my system the bunnies and birds don't drop corpses, making it *completely impossible* for me to finish. I've bugrepped it, but I'm rather annoyed. I hate folding and going to a walkthrough, only to find out that it wasn't my fault after all.
Simple and elegant, an excellent base mechanic. I agree with the commenters who said it needs more complexity. In its current form, it becomes a grind in about 5 levels, so about level 5, you might see if you can introduce a twist in the rules, or a play field with some different challenges.
It's a good idea, but poor cues and controls. I find myself more often going "muh?" than feeling like I solved something, and the twitch reflexes required for the Dunk level have officially made me give up on getting further out of sheer irritation.
3/5. If you upgrade to include a save or some kind of buffer or *something* to let us get up to the higher levels by something better than chance, I'll upgrade that to 4. I'd also like a help page somewhere showing the different kinds of bonuses, as the names are really not intuitive as to what I'm doing right.
I liked most of this game, but can only give it 4/5 because so many levels depend on luck-of-the-bounce. Also, Dave, the fact that you have to take a moment after a crash is not a "very bad bug," that's asking for something to work more nicely. If you can't bear to wait 1.5 seconds (I counted), I suggest meditation and breathing exercises.
Brilliant. Smooth play, tricky enough for me to work at it but not impossible. (I'll pound on a logic problem for days, but I'm pretty wussy at twitch games, so those of you who are into precision timing will find this a breeze.) I liked the gravity effects and the bonus mode, and the levels were elegant.
The mechanic is okay, though I prefer seeing more than one piece at a time. The subject is deeply creepy. Try using this engine again to offer a variety of pictures.