Not a bad game at all... but it /desperately/ needs a mini-map so you know where you're going and /which door you just opened/. Searching all over the place every time you've found a key, just to figure out where you can now continue gets rather frustrating... :(
Once you have all upgrades, the game becomes unplayable. A perfect launch propels you at ludicrous speed, usually slamming you into a Z6 satellite with no chance to dodge. If you intentionally launch "badly" you can reach orbit, but when you fall down again (accelerating very slowly, due to anti-grav drive) you actually have to dodge the boosts: catch too many and you'll be flying upwards again (very far, because of anti-grav drive). -- Being able to selectively fire engines (for instance: while up arrowed is pressed) would help a lot. Disabling/enabling upgrades (once bought) would also be nice.
This genre often needs trial-and-errors; dying a few times just to figure out each level. This game gets it right; without even moving you can tell exactly how each level works: where spikes will appear and which block will move where. Very nicely done! (The exception, the ghost on level 10, I can forgive. :) )
For the Dutchies: bonus points for finding all the proverbs and expressions hidden in the original painting. :) Huge bonus points if you can find "Sterretjes zien", because if there's something I couldn't do at the end...! :p
For the nerds: many of these levels can be solved using a SAT solver (that's how I got through level 32, 33 and 39). The only level I didn't get (solved it by clicking, clicking and more mindless clicking) is level 36; could someone explain the reasoning, because it's driving me nuts...
How about putting a nice big number/letter next to each traffic light so you can easily toggle them? Would make the later levels far more doable (I eventually completed the game, but had countless attempts fail just because mousing is too slow/inaccurate).
A way to skip ahead to a particular test case (or, enter your own) would be great; waiting for known-good cases to completely evaluate over and over while you want to test something else is rather boring. --- For recursion, you should really find a way to show what's going on; "skipping ahead" to the full evaluation makes debugging more difficult than it needs to be. --- It would be very helpful if you could show the contents of the stack somewhere.
Would greatly benefit from a countdown next to each station: "In X seconds a train will appear here, heading to station Y". Also, when something goes wrong, freeze the level and highlight the problem; it's not always obvious what went wrong (especially trains running into a switch in the wrong position are easy to overlook).
On the final level, the legend doesn't include the meaning of the bi-implication / equivalence relation. Also, I only read the legend (thinking it would be the second column / part of the assignment) after solving the puzzle. ;) Seriously though, it might be better to put the explanation on the left / top, following standard reading order (first explanation, then assignment).
Okay game... until the level with the burrowing enemies; they are invulnerable if you don't have the flamethrower and there's enough of them to kill you if you. After you die... you suddenly notice there's no save game mechanism at all. So, get the flamethrower in time or you have to start over from scratch... Sorry man, that's just broken. :-S
Is it just me or has the decoding mini-game absolutely nothing to do with the game itself...? Also, please remember which upgrades I've already bought (so we can switch back and forth between two upgrades on a one-slot weapon for instance).
I think this could use a little explanation. King Midas is a figure from Greek mythology. At some point he wished that everything he touched would turn into gold. He got his wish. Pretty great for a while, until he tried to eat... and all the food he touched turned into gold as well. Oops! Objective of the game: touch the blue block to lift the curse (yes, turning everything you touch into gold is a curse, that's the moral of the story!), then touch the girl.
Gaz, in a sequel, could you make it so that (during 3 slice mode) it already remembers how many slices I actually used (and, if it's 2 or 1, automatically carry it over to 2 slice mode and 1 slice mode). Thank you!
This game has a rather simple mechanic (kill yourself in the right way :p ) but it's still pretty fun (for a while; it's also a little on the short side).
Do NOT attempt to click the "options" button! When you move your mouse pointer over it, the options panel will slide upward, putting the "menu" button right under your mouse pointer... making you exit to the main menu without saving your progress... :(
If you ever want to play at hard difficulty (which isn't actually all that hard anyway), play it the first time. The game has a very limited set of possible differences, so after playing easy and medium, you'll already know just about all of them, making "hard" way too easy. Other than that, one of the better spot-the-difference games if you ask me.