I stopped at level 17 too. It's too easy to shift a broken block by a pixel or two when flipping an adjacent block or landing next to it, and then it's impossible to get that broken block back into the exact position needed to slide it. The lag makes the controls unresponsive, but you know that already. The flipping mechanic is cool and unique, but it's not quite enough to carry so many levels on its own. Maybe if you had to reach other goals or get through barriers by flipping, so more planning was necessary beyond "finish yellow line, then finish blue line," it would improve the challenge. I hope to see more games from you, lots of potential here!
I was playing this game, having a blast, and wondering how the rating can be so low. Then I got to Level 14. Sorry, little grav bunny, you will forever be stuck in Level 14. There is no escape for you.
I frequently get stuck on solid ground, my cool sword moves often propel me right into enemies, and I have no idea what to do with all the stuff I collect. Instead of adventuring, I should have stayed home and read a book.
Giving up on level 7, which requires precise positioning but there's no good way to judge the actual hitboxes. I somehow made it through twice, only to die afterward by sliding off a corner I'd landed on... why is that even possible?
Why, in the middle of a keyboard-only game, does the "Next" button require the mouse? Also, "Add to Ur site"? This isn't chat, you can afford to use actual words.
This game would be better with quality, not quantity, of mechanics and elements. Level 7 seems designed to force you to take damage. The timing on level 11 is ridiculous. I often get several seconds of lag at the start of a level. There's a great variety of ideas, but none are well executed or all that fun.
There's zero player agency, so the only thing you can do is play out the story, which never gets around to making a point. It's a cute gimmick and the art and platforming are both great, but it never gets far enough to be either a decent game or a decent story.
I stuck it out to the third level set, by which point it's precision platforming and every control issue shines through. You have too little horizontal control in mid-air, the character goes to full speed right away which makes it tough to precisely position him, and I had difficulty with ladders though I can't pinpoint why. Without any level menu or even numbers, there's hardly any sense of progression: I've played what feels like 400 levels and have no idea if I'm close to the end. There's very little motivation to keep going, as there's no story and no progress. It's just another difficult platformer like dozens of others on Kongregate.
Great mechanic, and lovely levels to go with it. The randomness of the physics engine detracts from an otherwise excellent puzzle platformer; I wish the boxes weren't so compressible, and didn't sometimes spawn at an angle (which is frequently lethal). Especially with the physics, I wish longer levels like 20 had checkpoints; I gave up there after tiring of re-doing the first half of the level.
I'd really like the option to swap WASD and arrows - most Flash platformers use arrow keys for movement and it's unnatural to switch hands for this game. Also, it's annoying to have to back away from a wall in order to crawl through a low passage.
The level designs seem to require more platforming precision than the physics engine can handle. I've had lots of trouble jumping off angled platforms, jumping less than full height, or consistently getting the full height out of my jump. It's very frustrating to try to pull off these tricks, doubly so when there are mines or soldiers trying to kill me. I'd really like the game if the platforming were solid, or if the levels were more forgiving on jumps and safe spots.
The puzzles were simple but enjoyable. The storyline was not good: the many spelling and grammar errors killed the realism, and the tone of "this is a test I left for you, go solve it" is lazy and uncreative.
I accidentally hit the Refresh button during the second cutscene (mansion), and lost all my progress since the first cutscene / save point. Being stingy with saving progress isn't a great idea when browsers and Flash are involved.
I found level 2 almost impossible. The yellow block tends to bounce around inconveniently, and I can't change its gravity while I'm standing on it, so I only managed to pass with an awkward series of jumps while the block spun across the screen. Then the next screen is 3 more of the same? The game mechanics are either unplayably hard, or very poorly explained.
Nice mix of puzzle and platforming. You can skip levels on the main menu, which is great for when you're stuck on a puzzle or frustrated with a tricky jump.