Cool concept, realy sharpens visual perception under pressure (at least on the 800 mode). Needs in-game badges, otherwise it lacks some purpose.. I don't see the point in unlocking more complicated shapes, for instance. In about 4 rounds I can unlock all themes. There's not even a record of score and time for each theme. This details plus a board of achievements inside the game would create objectives and make this game a complete and successful gaming experience.
The game idea is not new, but challenging. I'll consider this only a test of the developer's skills. Cons: Too laggy, played in low-q and it was still bad; Lacks information about size (it's a 20x20 jigsaw, 400 pieces), a congratulation screen and a timer; Many pieces have basically the same cut, blank puzzles (in the real world) should have very unique cuts so pieces don't fit the wrong places, ruining the gameplay. Pros: considering the lag and similarity of the pieces, the snap feature was the key to beat this game. Otherwise would just be a terrible experience. Tips for players: Use a pen tablet if you have one, it makes dragging much easier. Drag all the non-border pieces to a single spot in the middle while placing all border and corner pieces on their corresponding approximate areas. Start dragging the border pieces over each other util you have the complete border. Now drag it over the central pile of pieces and have some patience. Everything will snap to the correct place.
I'm having a lot of music-stopping glitches, and for the last 2 levels I could drift but not use primary or secundary weapons. I'm refreshing now, hope it solves the issues
Control needs improvement and the game was laggy (at least for me). It's a simple and fun concept and kept me interested. Some technical explanations for the awards requirements would be great.
"Don't shoot for 30 seconds in 'education time' chapter". I stand there doing nothing for way longer than 30 seconds but I don't earn this achievement. Bug?
I'm glad they put "Inspired by AirXonix" in the credits, otherwise I'd say it's just a copy of it. The things they changed from AirXonix that I like: Mines spawn randomly, not in a single spot; The "ball" that keeps destroying the path until it hits the border. The things they changed from AirXonix that I don't like: Instant kill when a ball touches your incomplete trail; Game speed (too slow); Too much life and repeated bonuses spawning (takes the challenge away).
What makes this game so great is the "infinite" gameplay. You don't run out of moves or time, you don't need to complete the stages fast to earn achievements, and you never really get stuck because there are no dead-ends. Great slider puzzle, relaxing and mind-instigating. 5/5
This is the sad story of a man who has a sugar addiction, and as a desperate attempt he locks and hides all the candy he has until he cannot hold it anymore and starts savagely seeking sugar, ripping open gifts meant to other people, turning his place into a mess and even delusioning about little stars. Poor man.
I like the factions mode, but i found them kinda unbalanced. My configuration so far: medium size, standart # of ships, range 2-5 in size. In my opinion the best faction is Strategist (blue), then Pirate (red), then Scout (green). Analysis: Obviously in this game you need speed, and Strategist gives you a head start because basically you're minesweeping, so it has the most profit per turn specially when you are narrowing down possible hiding spots and find a "0". +1 turn for damage and +2 quarters per sink keeps it going well. Pirate doesn't give you clues, but every hit is a sink, so it plays really fast if you're lucky. Scout seems like a good deal, always eliminating empty spaces every turn, but actually it uncovers way less spaces per turn than Strategist, the only difference is that it's automatically marked on the board, no mental effort required. what kills this strategy is the lack of turn replay. It often takes 2 or 3 turns to sink a ship while other factions can do it in 1.
I like the concept but this game could and should be much more than a high-score game. At the very least, an achievement score card should be implemented. Ideally, mission sets, something linear with an actual end. It really brings value to the game.
such as..?