I was annoyed at this for a while, the white room specifically, as I had gotten the correct solution on the 3rd puzzle and didn't realize the door had opened. Then tried for some time to get the left-most block to stop exactly on its intended square, which is impossible while still getting the others in into position. So I raged, but it was more my fault than the game's. I'm adult enough to admit that.
If they want to add a new set piece, a collector that requires infinite water could be good. Rather than punish infinite loops, you would have to fill all of the other containers exactly and make an infinite loop that flows into infinite void.
In addition to a wind indicator, I would like to be able to queue transformations for the many times when I go the wrong way and have memorized what 4 steps bring me back to where I was. Being able to skip animations that you've seen before would also do well.
What got irritating is having to continually re enter the same sequence to get back to where you left off over and over and over. Would it be too much to ask for a wind indicator before I have to back track every single time I use dandelion?
A game like this is only as good as the level design, and the level design holds it back. Also I subtract 2 stars minimum from any game that puts the walk through button near buttons you have to frequently use, like the state restart button. This game seems to exist to generate hits for the walkthrough page more than anything else.
This game entirely stopped being fun at the 9th stage. It was going strong for the first four stages, became hit/miss for the next 4, and stage 9 is simply uninteresting difficult. By that I mean it doesn't pose a question of how to be more effecient, it's simply a stage in which one has nearly no energy compared to the amount needed to make any progress.
Stage 24 demonstrates that this game was designed by someone who doesn't enjoy puzzle games. And I certainly don't any more, after restarting several dozen times.
My 3/20 strategy was to rush to the right two powerups (decrease build cost and produce more energy), the move base to the upper left corner. Build up reactors, keep at least one drone bombing the largest creeper concentration on the map. Push out from there. 27 minutes, I could have shaved 5 minutes at least if I hadn't lost 4 reactors to a spore attack early on.
1/24 Didn't move Odin City once. Avoid the temptation to make your first campaign of expansion off the starter island to the east. North to the island with an upgrade, get 10% more energy. I kept 6 or 7 blasters guarding the small stretch in the ground-level before going up to relays for higher ground. Another tip, when building your army to leave the initial island, after completion move units to the southeast (and disarm). Once you have enough to hold your north relays, pause and put them into position (and re-arm). Build space on the initial island is at a premium.
It keeps happening that the spaces telling the sums of the rows and colums just disappear. The board becomes blank white, except for numbers I input, but the puzzle itself can't be seen. Has happened to me 3 times so far.
One of the most innovative mechanics for a puzzle game I've seen in a long, long while. My ability to progress past stage 17 is limited by my double-tap pause reflex and that's about as far as I'll ever get, but I very much admire what this game stands for and wish the more hardcore amongst us to see it to the end.
The first magnet upgrade does nearly nothing. The second is a minor convenience not really worth buying.
I find it odd that after beating the game I was not able to return to the shop menu. I wanted to see inf the magnet became useful. I have to suicide to get to the shop, which is irritating. I also didn't get the coins and acorns from my successful runs either.
I got 10 achievements, but the crown failed to count for some reason. Deleted save and got it second time around. I suspect the order you get the achievements effects if you get the crown.
The hints are all just awful. I loose IQ points for resorting to hints, and they never say remotely useful. Case and point, the Indian portrait room. I figured out the picture order easily at first glance, but when every way I could come up with to tell the game my order had bright red flashing lights letting me know me am dumb, I asked for a hint. What a great hint there. Maybe revisiting some of the previous room's puzzle piece arrangement mechanics would have been better than the stupid stupid solution the room actually uses.