A little too random -- sometimes areas are impassable (at least with the limited amount of time from the rising laser), but I like the look and sound of the game, and the simple concept is addictive. Vertical climbers are in! 3/5.
Visually stunning game; a little hard to sometimes see exactly where you're trying to get the ball to go, but as others have said, the design of the game is part of the fun -- and the extra features encourage multiple playthroughs (by which point you know what you're doing). Love it! 5/5
This one feels a little too easy, and while I appreciate the addition of customizing the workspace, it's more of a distraction than an upgrade and doesn't look all that appealing. Cheers, though! 3/5.
Nice new puzzle game, good learning curve, not too difficult (because of the undo button), but a little slow -- i.e., even once you've figured out what to do, it can take a while to click and click and click. 4/5.
I admire that you made this game so quickly, but there's not much that's new in it -- it's just a lot of the same stuff we've seen in other up-scrolling platformers, with a little bit of borrowed Portal comedy at the game over screens, and some interesting (but quickly unbalanced) upgrading going on that doesn't lend much continuing difficulty or excitement to the game. 2/5.
I loved this surreal platform adventure of a game; plenty to explore and do, interesting obstacles and puzzles (and enemies) along the way, jaunty tunes, and a disturbing plot with a nice pay-off. 5/5, without a doubt.
Looks beautiful, but the puzzles are *really* simplistic, complicated only by trying to figure out what can and cannot be interacted with (taken) via clicking. Not even entirely sure where to go at times. Still, I like the idea of the series, and hope to see you working on more. 3/5.
Oh, this was a great and brilliant point-and-click adventure. The time-travel element was refreshingly new, the multiple-paths created some fun puzzles, and the wit involved in getting past the dragon and shutting up the town crier were just terrific, crude and outside-the-box, all at once. Highly recommended: 5/5.
I enjoyed the jokes, not the "game." I've found other meta games, like the Elephant ones, to be much more enjoyable. This was just a pure grind, and I remember liking the original more. 2/5, with an extra point for the "special features" and "premium content."
Just got the hard badge. In my humble opinion, parachutes are the best way to boost your score -- they'll greatly increase the time you're in the air, so long as you hit nothing (or, if you've got more than one, hit a green or yellow).
Level cap is fine where it is, but you need to allow us to respec our trees. Also, challenge mode isn't really all that fun so much as it is impossible after a point, so I'd prefer to see a bit more variety, perhaps to the extent where changing skills actually becomes necessary. 4/5.
Manipulating your inventory in Chapter 5 is a little frustrating, since you can't see what objects you can use things on (like the barbed wire), and because the camera pans around when you're trying to select objects. But aside from these technical issues, the look, sound, and feel of the game are superb, the story's alright, and there's a decent variety (dialogue paths/logic puzzles/hidden objects) that's elevating this from a regular point-and-click. 4/5.
Ditto to Flameonfish's comment: the game is just too slow; leveling up takes a lot of time, waiting for enemies to walk into tower traps takes forever, earning enough money to *buy* the towers takes years . . . it's a decent concept, but it just feels endless, even with the neat variety of skill trees (and useful combinations thereof). 3/5.