Decent concept, but the color scheme is awful. I've got normal color vision and I am struggling to get a sense of the shape of an entire level because everything is brown and the background is just a few shades brighter than the foreground. There are objects that I'm genuinely not sure whether they are fore or back (I can't try to warp into them to find out because of their placement). I continually find myself trying to align myself for a warp up or down only to suddenly discover that I'm running into crates that are only marginally distinct from the background or miss girders that look just a few shades darker than the background girders that they're immediately adjacent to.
Criggie I guess it depends on where you're stuck. Don't get focused on the blocks you have to activate one at a time to such a degree that you forget about the ability to crush them against the yellow blocks. Beyond that it's just a lot of clicking around to unlock particular pieces and send them away. Once you've unlocked the additional two activation blocks, you can get rid of the two arrows on the right hand side by sending them through two windows into a yellow crush block. They're the last ones to go.
Finally got the medium badge. It's awesome when RNG decides everything and you can't get anything better than a common quality healer in spite of 200 captured monsters. Needs a way to favor the capture of specific learnable traits, in addition to needing to be fun or interesting in any way. Glad to never click this abomination again.
OK... Just started my team at their farthest outpost (44), while they have been in the high 40's multiple times and even hit 50 once. Today, the very first monster in 44 one shot every single member of my team, bang, bang, bang, bang, bang. When people are complaining about the pacing, it's stuff like that that they're talking about. It's not only slow, it's also unpredictable in a bad way.
Two things I really liked: A) Each level started with a safe spot from which you could sit and plan until you wanted to start. There were no "move immediately or die" levels rushing you to create artificial difficulty. B) Switchable enemies is really interesting. They're visually confusing (in a good way) and a neat concept. I'd love to see a longer version with more difficult puzzles. Thanks!
If the game doesn't reward you with the achievements after getting the message telling you the scenario is completed, exit to the menu and then continue.
It would be nice if it saved my number of deaths when I continue. I finished with 217, but that was the last level alone. I earned the other 300 or so deaths, gosh darn it! I'm not usually a fan of platformers, but this one was fun, thanks.
Bug on Unstable Hard 1 of the Blueprint Tests. Blast your way to the bottom, but when the blueprint falls into the last detonation spot (next to the blue block), it freezes. You can tell it to blow up, but it does nothing.
Hey sorry it's probably a bug if it didn't count your deaths on continue, I thought I fixed it... will look more into it, thanks for playing!