Something I really appreciate about this game is that it has reasonable wait times and doesn't continuously bug you to pay actual money to unlock features, something you see quite rarely.
This game is good, but it's got a few things that I personally think stop it from being fantastic. The message is a little bit on the blatant side- it's told straight to the player instead of allowing the player to work some bits out themselves. Which is fine, it just reduces the impact a little as it feels more like someone's telling us something than us actually playing like the character and experiencing it on a more personal level (which when utilised to its full extent is one of the advantages of games over other forms of media). I'd point to examples like Pretentious Game for games which have messages which are presented very powerfully. Still, I like both the message and the puzzles in this game and as someone who's thinking of coming out of the closet soon as lesbian, it's very nice to see games like these exploring those concepts. It's just a pity this one isn't much more than the sum of it's parts. I'll rate it 4/5.
While I know that the point is to work out what to do and do it in 4 seconds, some of these micro games I can't work out the controls to no matter how many times I try them. The game sort of feels like Obey the Game, but less user-friendly. I guess that makes sense though, seeing as apparently both games are made by the same person but this one's older.
This is one of those games where you spend ages trying to hit the score required for the badge, and when you finally hit it you end up getting twice or more.
If you want to avoid having to restart because you ran out of money, make sure your town is generating income early on in the game. It doesn't have to be much- the smallest explosives aren't terribly expensive and you can always skip two or three days. Simply placing a tavern is enough to get some income.
It's a little bit hard to see the attacks. They fit in too well with the background, and it's easy to confuse them for items or vice versa. Giving them a red outline or something would make them easier to see.
Apologies for the second comment. I also don't think adding a time limit to a point and click game was a good idea. Considering that the game revolves around you working stuff out, having to compete against a time limit really just makes it frustrating without adding anything (except the possibility that the time will run out while you're in the middle of doing something and you have to go back and do the exact same thing again a couple of hundred times). I honestly can't be bothered finishing this one, not even for the badge. Still gets a 2/5 though, because I still liked areas 1 and 3.
I would definitely call this the weakest of the Cube Escape games I've played. Very few of the interactions made any sense, especially in the second area- while this can be fine, there needs to be at least some suggestion of what you need to do. Apparently, cats lay eggs but ONLY if they have both eaten a bird and their eyes are black. What? And you need to poke a black dot but ONLY after writing the first word of a code. If we were to test out everything like that, it would just become a frustrating game of testing out every single possible option rather than actually trying to work out the puzzles. This sort of thing isn't an issue in most of the other cube escapes, as even though much of it is nonsensical, there are at least clues telling you what to do- I ended up having to refer to a walkthrough for the majority of area 2, which I've only had to do for very small parts for the others.
It's a little bit on the easy side, but it's a nice idea. Perhaps making specific dots do different things could add some variety and strategy to the levels, as well as adding a bit more potential for difficulty.
It's really interesting to see that some of the levels, particularly the ones in the Meadow, are direct callbacks to certain levels in The Company of Myself, usually the most important ones. Which was cleverly done, but also kind of depressing. 5/5 stars for fantastic puzzles, fantastic writing and also the slow degradation of my ability to hold back tears.
It would be nice if there was an option to save without having to quit. Sometimes I just want to make sure I don't lose all the time I spent on a 50x50 plus puzzle from a power cut without having to constantly leave.
We previously had an auto-save feature but we ended up removing it when we added the cloud saves (as it was causing some weird issues). Sadly at this point we can't easily add a "save but don't quit" button, but we won't forget to do so in the next (big) version.
You don't actually have to ever wait, there are always things to do :P