This became way too easy when I completed all the upgrades, and I felt I completed all the upgrades too soon in my progress through the game. Then the game becomes tedious and boring.
I like how you used color to indicate how I would interact with a variety of objects. When I saw a shark or a mushroom, I knew what it would do immediately. Very elegant.
My problem with this whole series of games is that I always feel like I'm watching someone else play the levels, not playing them myself. There's so little interaction with the gamestate.
Why do games like this always post video walkthroughs? Text-based are better because they're easier for people to see that one item they missed three screens back.
AP seems a complete waste of a mechanic. Why not just automatically do it, why make me jump through hoops, and sometimes have some parts of the game turned off, and other times force me to do nothing but hit the 'end turn' button? It works in some games but not this one.
True story: my keybord fell once and my escape key totally broke off. Jabbing the keyspot with a pen makes this game difficult to play. There is no escape for me.
I've been ambivalent to previous Ragdoll cannons, but I very much enjoyed this one. Also appreciate that the walkthrough shows you how to beat the levels, but not how to beat them efficiently. I'll be spending some time trying to figure out how to remove another 92 shots from my score.