The game pretty much peaks at 2-3. Almost everything after that is either straight lines or tediously cycling a loop of solid blocks for several minutes.
This is kind of ruined by the fact that the cubes aren't actually moving in 3d space, but in a 2d hex grid with a static draw order. The second level's most clear solution is to move one cube in front of the other, but it's always drawn at a lower depth no matter how far forward you pull it.
This is really dull. Lots of waiting. The enemies are the least effectual obstacles ever -- they all go on the same track and speed as you, so they'll never be a threat unless you go out of your way to hit them.
Movement is very, VERY slow and tedious, and slippery enough that speeding it up isn't a good idea because you let us fall off of those one-block platforms. Also the charger starts out at a random position, so shots like lassoing a key at max range from a moving platform are often impossible for a few attempts until you get lucky. Just make it a hold and release from the bottom.
That said, I'm positive I've seen this game before, right down to the skin. Which means either you stole it, or rereleased it with very minimal changes.
ROFL. Yeah I see it now, the second-to-left node exchanges with the top even though there's no joining line. So yeah, the puzzle is only solvable because of a bug, but doesn't actually complete because of a SECOND bug. Glorious.
Yet another unsolvable puzzle. Even if you don't have any basic understanding of algorithms, is it that goddamned difficult to bother running through the puzzle yourself before uploading? This is another rather obvious case of having to move one piece past another while all side paths are already full. These aren't exactly subtle shortcomings -- it's the sort of thing that should be very glaring before you finish coding the damn thing.
Needs a couple adjustments. Would help if the hat wasn't blocked by secret passages in the wall, and the final boss cutscene shouldn't repeat after the first time (also you can keep drifting forward while he's talking and die during the dialogue).
Ridiculous floating-point errors on your gold number early on (when it's supposed to be like four digits) makes the game look much sloppier than it really is.
Your flower puzzle has multiple two-digit solutions (I counted B=1..6) and only one is accepted. I strongly suspect you didn't actually intend to write a diophantine equation, as those are rather beyond the scope of your target audience. Maybe bother counting how many variables you're using to make sure your puzzle is completely solvable. This shouldn't be difficult, as it only requires four fingers.
Well, this is my first game. This was just supposed to give me a presence in the game development community, and maybe rake in a few bucks.