As far as I can tell, the blocks explode when you move while in contact with them (in some circumstances they wait until you leave contact with them). This means that you can comfortably sit on top of them and plan your next move. Also, if you run at full pace you will be ahead of the exploding and won't fall unless you let the last block explode (i.e. jump before the last block when running and you shouldn't fall).
Tip for treasure hunters: place your first two chests in opposite corners. This will usually reduce the number of places you know the treasure could be to one or two (if you have to place one of the chests on or within the "range" of the first, this will not work). Keep in mind that the "distance" is calculated based on the larger of the horizontal and vertical distances (i.e. a square "ring" around the chest).
The moral to this story is that if you cage the person you love so they can't hurt you eventually they'll bite you and you'll die and rise again and have pancakes. So, you know... eat more pancakes.
So far my only complaint is that the AI is pretty stupid when it comes to chip shots. Here's a hint, AI: you don't run forwards when it's going over your head, you run towards where it's going to land.
OneLeggedRhino: all green power-ups *are* good, the descriptions are just misleading. Specifically, the green broken foot power-up breaks your opponent's foot, not yours (and vice versa for the red power-up). I seem to recall this was the case in the original as well. I do have one gripe of my own: InstantBig and Small Goal each last only one use (small goal for a whole game, though), which drastically limits their usefulness. It's not indicated anywhere, either. Also, the pause button doesn't actually pause if you press it during the countdown.
Completed level 6 in one shot by firing a grenade over the wall. Also beat level 19 in 2 by hitting the left-hand side of the boxes with grenades (i.e. not using the portals at all), level 31 in 2 by using the tommy gun to hit the right platform, one pig on it and the pig to the left, then a proximity grenade on the last. Unfortunately there doesn't seem to be any "least shots" metric, which is quite annoying. Oh well, all gold is easy enough.
I have a few issues with what is otherwise a beautiful game. First, you can't hold down directional keys when starting a level - it doesn't register them for input purposes. Second, you can't (unless I'm blind) see the wind direction or strength, which is really annoying. Lastly, it's hard to tell whether you'll collide with obstacles or not. I'm still giving it a 4/5, but it could easily get that extra point.
Please, developers, please do not rename your .swf files between uploads. It changes the location of the .sol (save) file, which means that - unless you know to fix it by copying the old file to the new location - you lose your saves. Even if you know how to fix it, it is still annoying.
The concept was excellent, but it - like many click-based adventure games it seems - fell short in the execution. The puzzles were not particularly difficult to figure out. What was hard was trying to guess the utterly arbitrary order in which things were done. It makes sense that you can't do some things from the start, but they should have minimal ordering requirements (like "can't leave until you open the window" and not "can't move a teapot until you open the window", or "can't take the needle and thread until you open the window" not "can't open the window until you hop in a basket"). I loved the setting, music and graphics, but that strict ordering requirement annoyed me greatly. Still, 4/5.
What kind of crazy creatures live near this island? Eels that steal fish I can understand, but how do the spiders steal coconuts? I tell you, they don't make crazy islands like they used to.
Let's see. You can't press 'r' to restart. The transitions upon losing or winning are too long. The losing one is particularly annoying, since you can't interrupt it by resetting. If by some good fortune you do manage to reset just before Santa pops up, he pops up anyway and you have to reset again. You can't actually play the bonus levels you unlock (and there's an in-game award for beating them as well). The gameplay itself is the fairly standard, unimaginative physics-based stuff we get these days, but since this is a holiday game it's to be expected. It gets 3/5 instead of 2/5 because I'm trying to be merry.
Once you've chosen all the upgrades for a particular wave (e.g. all upgrades that are available on the first wave), you become unable to ever choose any upgrades - every time you click it activates the "choose nothing" option. I suspect the problem is that the "choose nothing" event listener is not being properly removed.
The by-line for this game is right. Of all the monster-maze puzzle adventure games I've ever played, this is easily the best. Way better than Ogre Labyrinth Enigma Quest.
The easiest solution for the visibility problem is to make the transparency scale down to 50% instead of 0% - i.e. with half health, a block would have 75% alpha instead of 50% alpha.
I Just uploaded new version with less transparency. It's actually at 55% now (was 40), but due to the blending mode that gives it the acidy look, it blends a little bit too much. I don't intend to keep the same style for future development.
This has been fixed in v1.04. :)