Yes, there's grinding. Yes, there's no strategy. For a quick badge, upgrade your hand weapons through the fire attacks (next to bottom row) all the way on each, then upgrade your core attack on the magic (bottom row). Dump a few thousand into your magnet, then you can win no problem. Just buy those things and get the badge. You absolutely do not need to buy anything.
The lag in this game is unforgivable. Why use bitmap images that are huge when you can use ONE vector? This is a serious development problem and it makes the game almost unplayable.
This game has an interesting concept, but is, frankly, rather boring, especially for 60 progressively more difficult levels. I don't really feel any accomplishment when I complete a level, just relief, then more frustration. Not really very fun, which I think a game should be. 2/5
I played a 3D Pac-Man game way back in the pre-Doom days on an old IBM 80-88. I remember it made me motion sick. This isn't quite so dizzying, but I feel a bit of it coming on. I find this a little frustrating because there's really no strategy involved, where the top-down Pac-Man offered a view of the ghost movement so the player could try to avoid them. Here, just sort of random. It would be nice to find radar power-ups that would add to the range ghosts could be detected. That would reduce the randomness of the game and make it more fun, for me anyway.
I don't particularly like this game. I don't like having to scroll around the level, I don't like the way the upgrade boxes hang around, and the enemies are repetitive.
I THINK the game ends if you're above 100 for too long, though I'm not sure if that is absolute time or some number of shots. I also cannot figure out how to switch colors to the next available, so I assume there is no way to do this. This makes the game prohibitively difficult. The physics is terrible and the game is just a boring difficult escalation without any powerups to help. In no way does this game merit a badge. 1/5
Good concept, needs powerups. Green magnet, red repeller, shield health. Like others have said, this would be more fun if it had a goal - growing something, protecting something while it is being built (parts of a machine maybe?)... any productive story would be good. This is a fine basis, but it needs to go to the next level to be really compelling. Nice production and smooth gameplay. 3/5
That escalated quickly... Seriously, the difficulty ramp on this game is severely broken. You need to explain what the "fake" gems are and mean (that if you put them in a piece the buyer will reject the entire thing) and you CAN'T have 20 out of 30 people wanting the same item and have the person playing think this is fun. Running out of one gem means basically losing and there is no way around it if the game doesn't give you more.
Interesting mechanic and high production values, but the level design is rather boring and the music too repetitive for how long this game takes to play. Still, if you like physics puzzles/platformers, you may enjoy this. 3/5
I think this is a really excellent game. It is challenging without being too frustrating. The music/sounds are lovely and meditative. I like removing colors just to hear them. Don't ask the developer to add a "go back a step" feature because the point (and fun) of the game is to solve the entire puzzle, not to troubleshoot your way through it. 5/5 and two snaps