Getting the block at the top of the tower felt completely arbitrary -- there didn't seem to be anything about clicking the cube that visibly "unlocked" the two switches beside it. Also, you might want to make the subway doors clickable rather than draggable -- it'd be fine if dragging was used often enough that the player expected it, but having only one object in the entire game that has to be dragged instead of clicked doesn't really work well.
The "Games II" category of Picma Plus is currently unable to scroll past the second page. I know there are more than two pages, because I solved one on page three yesterday :P
We're developing new algorithms to track down similar images. Yesterday saw the demise of about 1% of the existing puzzles - a couple of them were in that set which caused it to malfunction. I've replaced them and everything should be working now.
sorry about that. i'm torn on whether to add a remove-effects toggle - smoothness is everything but so much impact is lost without the bars and the flashes synced to the music. i'll probably add one on the next update.
An option for low quality and turning off some of the more egregious filter effects would be very nice. It's not too bad on smaller puzzles, but by the time it gets into 30x30 things get very laggy.
Bug: ctrl + right click will start a pan, but releasing right mouse doesn't end it. The user has to click left mouse (usually somewhere in the grid, creating an error) to end the pan.
The artwork is really nice. Good atmosphere and texturing. Reminds me vaguely of Kairo.
The game is really bland though. It basically came down to "find every arbitrary unmarked click target and sometimes copy notes onto a machine". There wasn't really much puzzle to it.
You need to start looking into optimizing your engine. For as little as is going on, there's very little reason for framerates to tank this badly, even for the lag-monster Flash usually is. Just getting a working game out there early on is one thing, but by seven games in you should probably be getting your act together on performance.
Yeah, falling through the floor makes the second to last level all but impossible. Either interpolate collisions when you frameskip, or let it slow down.
Bug -- if you kill an enemy when other characters still have an attack queued, they'll sometimes fire it at nothing, the ball stops in the middle of the screen when the victory popup comes up, and then it never disappears.
We're developing new algorithms to track down similar images. Yesterday saw the demise of about 1% of the existing puzzles - a couple of them were in that set which caused it to malfunction. I've replaced them and everything should be working now.