It isn't that hard to hit a box, but shooting thru gaps can be almost pixel precise, as can some of the mid-air shots.
It's a question of the punishment for failure. Sure, have a hard mode where once you shoot, that's it (and add a badge for that). But an easier mode where if you don't hit a box you get the shot back would make the game more enjoyable. Having to go back to the start of a board because I missed the last shot by a few pixels doesn't make for a great experience.
Something as simple as a shot not being wasted if it doesn't hit a box (i.e. you get the shot back) would make this way better. Punishing the player for missing by a few pixels is a poor approach.
The amount of ads in the mobile version is obscene. Not just between every level, but it interrupts you right int the middle of a level after a certain amount of time.
Thanks for the opinion. I thought about giving it a vibe. I had the idea to create colorful butterflies with these stickers. In the end I went to minimalism, but maybe I will work on it.
On 28 I noticed that if I zap a single block in a line of four (1234 and I delete 3), 4 still moves with 1 and 2. That seems a mechanic inconsistent with the rest of the game, but suspect it's part of how 28 is solved. If I try to push 12_4 into the water, 4 doesn't sink even though it's isolated.
I also successfully built a bridge off the top right of the island to the edge of the screen but it did not count that as a solution...
Splitting a block group in that way is never needed to solve any levels. Allowing any screen edge to be an exit would cause too much restriction in level design so I decided not to allow that.
It would be good if the "cursor" while placing a block didn't look like a placed block. Maybe hollow or a diff color, the transparency isn't noticeable enough, keep thinking I have a block when I really just have my mouse there.
Yes, it will in later version. Also joypad support.