nice looking puzzle game dragged down by UI. highlighting doesn't work well enough and it's way too easy to misclick. right-click to X should be default, i didn't even know that was an option until i beat the game.
was really getting into this game until i got towards the end and it started forcing me to redo levels i already completed. given how luck-based a lot of the levels are, this is a cheap and artificial way to tack "difficulty"/playtime.
I keep accidentally wiping out my filled in spaces with gray when i use the mouse. Consider making it so only Left-clicking clears filled spaces, and Right-clicking only clears gray.
nice Cantor reference! does this mean the next game is going to be about developing set theory and Gödel's incompleteness theorem? although i wouldn't mind smacking down all of epistemology, either...
a neat concept that goes on way too long and gets awfully frustrating. sometimes you just slide right of steep slopes, and when stuck on small platforms it becomes impossible to tell where you are in a bounce. It's impossible to unpause the game without messing up your current position. This game definitely should have used a stage or level structure instead of one indefinitely long slog.
if you fall into the cannon in the final level it is impossible to get out, which is especially frustrating when you have to make that final precision jump onto the narrow space between the cannon and the blue button. i had to restart 6 or 7 times just because of that and i had to dock you a point for it. >:| the only flaw in an otherwise fantastic game.
There's some great ideas but also several flaws that drag it down.
First off, Shadow of the Colossus wasn't just about killing giant monsters. Half of it was exploring a huge world and finding them in the first place. You see them in their entirety as you approach, which gives you a sense of their massive scale. Chapter 1 does this, but the rest of the game is basically a generic platformer where you find out "oh hey, the level was turtle shaped" at the end. I thought the water draining in level 3 was a bug until i figured out that it was supposed to represent the golem taking flight.
Not only does this game lack exploration, it actively punishes it. straying from the designated path results in backtracking or instant death at best, and at worst you fall through water until you drown, or even fall out of the level entirely. As much as I want to like this game, with bugs like that there's no way I can give it more than a 3/5.
if you're going to have a bunch of rooms that require 5 or 6 precision min jumps off of vines in a row, just define a single button for it rather than forcing people to hold shift. Also add more checkpoints to beginner, like one every room. it worked for IWBTG and it can work for you.
Personally I find it much more offensive when WWII FPSes completely ignore the Holocaust as if it never happened.
Books, music and movies have addressed the Holocaust for years, there's nothing about a game that makes it inherently more offensive than any other medium.
As a Jew, I ask you all to take a moment and actually reflect on the sign, its theft and destruction, and the meaning behind them. No one is helped by kneejerk reactions to any mention of the Holocaust.
Lest We Ever Forget.
Interesting concept, not all that fun. There's no indication that you need to remember all the items, and beyond that it's trial and error.
@Shadowdarkling: you didn't get it completely right then.