Not being able to equip a survivor with the bow rather ruined my chainsaw strategy and my enjoyment of the game -- a walkthrough I found mentioned that you could, so did the guider just not check it out, has it changed, or did I just hit a bug?
This could have been fun (although only for a while without some variation), but I gave up almost immediately because even dabbing a cursor key sent it swinging past the point I wanted -- some dampening of movement would make this playable.
OK, forget the out-of-focus pause (that seems to have been a figment of my imagination), but I do like the level select so that you can plough straight in without having to start again from the beginning.
I don't really like Tetris - but I liked your addition of achievements, that you can replay a level without having to go back to the beginning, and the out of focus pause. They are good design features for most games - maybe Tetris just isn't the right base for these ideas - personally I thought the game was good.
It needs "no possible move" detection. The hint showed no move but I couldn't work out how to end the game - reset just makes it all seem pointless. And then I did reset and immediately used hint to check how it works and the game crashed!
If you arrow up, you can see half the bottom row and play the game OK. When it crashes, or whatever, it retains memory so you only have to repeat that screen. So basically it can be easily played, and the boss match is a nice touch. It's just a shame it's so buggy, it has good features and interest (and a pause button which is nice).
VDOgamez, the drawing isn't right - the blue square sometimes becomes a long blue line of squares which doesn't include the actual location of the blue square!
morv, I enjoy puzzles that require me to research, but you should make more of the puzzles available at one time so that it doesn't come to a grinding halt when I can't solve one. I don't mind having a few to chew over when I'm stuck but one isn't enough to be interesting.
It says "one continuous chain" in the rules, so separate chains may green all the nodes, but isn't a solution. A popup reminding you of that rule might be nice in the earlier screens (or coloured lines like keynup suggested).
geekglue - you had a really nice mechanism for buying the minimum kit to unlock a screen, which could have made it really freeform (maybe with hot stars on screen to pass through for extra points, making you want to revisit earlier screen with extra kit to grab these), but you threw it away on what ended up being serial play because kit you buy just unlock screens and NEVER adds to performance - shame.
Beautiful and interesting, but way way too short on the timer - include an untimed mode (e.g. wrong guess forfeits a life), or make much easier levels at the beginning.
Nice idea, and the impossible move detector is good, but it needs levels, and better instructions. And the high score is broken - it is giving me a score of 0 on the table. I found it strangely addictive, but it would hold more interest with levels as well as the random option.