It would be improved by having an outline where your hitbox is, instead of having to guess, and by keyboard controls (or would that make it too easy?) I struggle to make this sort of precision movements over a large area with my mouse.
There needs to be a way of changing the order of the rules (if there is one, then I haven't found it.) I quite like this sort of thing but it's not always immediately obvious in the challenges whether you need to tailor your rules to fit the situation or whether they need to be robust enough to handle a bit of randomness. It's obvious after a trial or two so this may just be me nitpicking :P
Still plays way too fast (I don't mean I have slow reactions, I mean the game is playing at double or triple the speed the original stormwinds did). Still 1/5.
Having the achievement thing in the corner that I need to shoot things to so that every time I try to complete a level I open a new window is starting to annoy me. 2/5 for bad link placement.
Keep getting stuck in the pit on level 7. The random blocks thing would be mitigated by allowing you to reset just the jumping part, not the whole level, once you've got a block layout that works.
Even if you just made note of which elements were dead-ends or only used to make one thing, that would be nice. Or if the game remembered combinations we had already made, not just since we loaded the game.
Eh, I take it back, the knight gets killed so quickly XD She's the only unit that reaches the enemies gates before I win though, the others are too slow.
Nurikabe is a little more difficult to grasp than the rest of the puzzle games so far released by Conceptis, but that doesn't mean it's a bad game. I quite enjoy Nurikabe, once I figured out how to play (been playing on their main site for a while now). Thanks for bringing out Nurikabe Light!
It would be nice to have a save+quit option available, so that if we're doing well but ran out of time to play we could continue later. I know it's hard to do that without making it able to be exploited though.