What happened to the keyboard shortcuts?
And would you please handle the piece-count limitation by making a really standout token for meeting it, maybe a solid green one that always shows up first so you see columns of bright green lights when you're doing it right. glasius is right, solutions are one thing, but you can't make a really fantasic contraption without going seriously overboard.
I'm'a give this four right now. A kinda-new twist on sokoban! Good puzzles. Maybe I come back later and give it 5,depends on how the rest of the levels go.
Attitude: awesome. Game design: innovative. Gameplay: tolerable-to-fine. The game itself: ... too lightweight for me. How easy can you get? It's so difficult to lose this game you don't need most of what's there. You don't need to worry about notoriety. You don't need to worry about suspicion. Short of the blatantly obvious choose-the-success-rate-improving missions, you don't need to think about target selection. You don't need the henchmen, I'm pretty sure the two (success-rate-improving) patsies I used just sped it up a bit -- Earth was dead before anyone was the least bit suspicious. This goes way beyond just "balance issues". The attitude is so awesome it makes up for a lot, but the difference between what it is and what it could be is so stark I have to back off to 3/5.
As an experiment in UI design this is actually kinda interesting. You can use the locks and the zoom toggle to make navigation very pleasant. 2/5 anyway because even as a successful experiment there's no game behind it. Go find somebody who does really interesting things with her nails. Tiger stripes and curlicues and just one teensy piece of glitter on the tip and the options go on.
I kinda want to give this 4/5 because it's well done and seems original, but I just can't get into the physical-scheduling puzzle. So 3/5 on personal preference.
Not bad. Figure out and memorize safe-spot sequences. Needs a speed control, 1.5x or 2x would be nice especially early. Little graphics and pacing work would help this a lot I think.
Straight puzzle with a side of physical coordination. Good stuff :-)
Please make couplings flash or something when they cross a switch boundary, so you know when you can decouple without blocking? Best I can do now is eyeball the piece boundary, it's finicky slow and frustrating, doesn't help the game imho.
4/5 even with that, 'cause I like puzzle games and this is a hard one nicely done.
Hey, this is actually a pretty good timewaster. You get to where you're hitting the arrow keys a _lot_, many times a second in fast bursts, it isn't a tap-and-wait-for-it kinda thing, at least not for me. I like it!
Cute, kind of a real-time sokoban. I think it'd be good to separately track time-to-complete, maybe show players which levels took the longest or the most clicks so they know what to go back for. This feels like a very well done proof-of-concept for a really, really good game. Getting the blocks to float is fun.
Good game idea, too bad the pathfinding has your ships take the long heavily defended path rather than the short undefended one, and the interface is just clunky.
Thanks. Thank you. That was like reading Skull City with all the might-have-beens, not what actually happens but the tone of it, the sense of it, the point. Check out Lucius Shepard if you don't already know who I'm talking about. I read that story ... twenty years ago? and you brought it back. Thank you.
If you know enough to remove them from the dictionary, you know enough to simply not put them on the scrolling list. Stop kowtowing to the whoever-acts-most-offended-wins tribe. 5/5 anyway 'cause it's a great game.
You can't nudge a joint to get the fit right, so instead you have to delete it and everything it's connected to and try again. That took this from 4/5 to 3/5.
Cool, except to move a piece you've set you have to select the remove tool even though you don't want to remove anything and then click on the nothing you don't want to remove so the next click won't place a piece you don't want to place and that lets you move the piece you wanted to move in the first place.