I'd like buttons to let me move backwards and forwards through the moves I've done - that would help me visualize where I got to where I'm stuck at. ;-P
The turn arrows are technically correct, but still badly designed, because "turn right" has an arrow to the left, and "turn left" has an arrow to the right.
The pictures are nice, too bad there's no thinking involved. A game mechanic like this might possibly be well combined with a difference game, i.e. click on the differences (between two similar pictures) to receive pieces of the puzzle that you then have to use. For that sort of game, the number of screens would have been adequate, and it would allow us to enjoy the pictures more.
The game might have a point if I knew a bit of cricket; since I don't, I've no idea what's going on, and I'm not motivated to play at all. Shame to waste what could have been a good intro to cricket if it was peppered with a little bit more information on how the game actually works (and if you're considering adding several screens full of text, that's not what I meant at all.) Does this get harder as I keep playing?
I definitely would like to compare my effectiveness to others on this one - could you implement the Kongregate API?
I like this game, it teaches basic CS skills in a novel way. I'm sure it'd have more mass appeal with sound and spiffy graphics, but I don't care. ;)
The "fix your base" phase at the start of each level adds an annoying twitch factor to what would otherwise be an ok puzzle game. If you've already got a game mechanism for rotating pieces, why won't you let me use that to adjust the base? The game could be so much less annoying!
Excellent game!
The comments are fine, just rate the bad comments to negative and new comments will show up at zero. Most comments didn't get read before, either; and you can still read them all if you want.
I don't think this game has timing issues, I dind't get "stuck" on it. If you think you have timing issues, maybe you should change your approach to an idea that's less sensitive. (Or maybe I got lucky.)
I went to the walkthrough for level 20 and then I wished I hadn't. I'd have liked a hint, such as "you only need to remove objects of the same type".
I wonder when any of these games where timing is so important come up with a "timeline" sort of interface - where, after your first attempt, you get a "timeline" much like you'd get in a music editing software that shows your clicks with respect to time, and where you could just drag the click teh events to some other time to adjust them.
The lag and the bugs make this game unplayable to me. Why a single player game should suffer from lag issues is beyond me. Take a hint from many other game developers and send stats only after the final death, or when the player exits the game (is that even possible here?).