Does anyone else have a problem with the game returning to the wrong screen after save-and-quitting a puzzle? For example, I'm working on a Squared puzzle and save-and-quit, and then I'm returned to the Plus puzzle selection screen. Sometimes I save-and-quit just to get a better view of my progress from the thumbnail, so it's a bit of a hassle.
Not the most accurate color mixes, but a fun concept. Also t would be better if there were more tries; maybe one try each for levels 1-3, two each for 4-6, and 3 each for 7-9. Or as others suggested, just subtract points for each try and let us keep going. 4/5
Very good choice to implement the ball limit and integrate the deaths into it; makes it more feasible to risk a big ball. Great improvement on version 1. 5/5
5/5 from a computer programming tutor and TA. This is an excellent depiction of how methods are used to build a program! It's abstracted just enough to be applicable to any language but still practices key concepts. A great fun and simple way to show data flow through a program
Having trouble on medium levels? Just hover over the level you want to complete on the selection screen and memorize the basic layout. Then use the one-second to re-adjust similar pieces.
An exit sign would be really helpful. For the first 5-7 levels, I thought you collected the star to pass, which made it extremely confusing when no stars showed up.
The instructions aren't worded very well, but once you understand them, it's actually not that bad. Every second, a box will "appear," or fall from the sky and land somewhere on the green platform. Any box that "falls" off the edge of the platform will take away one life. The "4 second cool down" is the time you have to wait between clicks before another box will be erased.
Honestly, I didn't hate it as much as everyone seems too. Sure, it's kind of pointless, but sometimes that's what I'm looking--just something to waste time. You can play slowly or challenge yourself by making tons of Zs. When I'm torn between going to bed and playing one more mind-numbing game, I know which game I'll choose. 3/5
Really fun until introduction of the timer. I prefer having time to plan my moves. Maybe only start the timer once you click the first block. Or, have it count up instead of down, and then have fastest time records; people who want to play slowly could just ignore it, and others would have motivation to replay and beat their high scores. Still, pretty cool concept. 4/5
Really creative concept, but needs some tweaking to refine gameplay. Like others have said, definitely needs a pause button.
Also, the grabbing mechanism is a little clunky. A larger margin for clicking a widget would improve this a lot. Likewise, the claw's chain hanging down and twisting in front of the conveyor belt is very distracting; might help to make it thinner, translucent, etc.
And as Havemorphism brought up, if a widget doesn't match the next item in a pattern but does match the first item, it should count to restart the next try. E.g. if the goal pattern is RGGRG, and you have RGGR, and then deposit Red, it should eliminate your current run, but also start the next one by giving you credit for the first R.
As others have commented, it actually makes more sense to have puzzle mode available first, then to unlock the timed mode. Especially since the puzzle mode saves your progress, but the timed doesn't.
@Bac0nZ, I was confused at first too. Click on the circle, drag down to the square, and release. It's training you for how to play the game. A clever way to introduce it, but can inhibit you if you don't realize what it's looking for. :)
We thought we had found and fixed all instances of that bug. We'll get it fixed properly in the next update.