Finished. some good ideas, but I have a feeling a bunch of the lever ones are meant to be harder than they are. You can just barely touch the lever then electrocute yourself instead of having to do the level the "real"(?) way.
quit @ start of level 14 with 13,580. scoring seems pretty uninspired (as does the whole thing, really). I can honestly say that it's not the worst bejeweled clone I've played.
The field of vision is too small unless you manage to separate your starfish across the entire level. As it is, you can be rolling along into certain death and have no idea it's coming. Not that fun.
The screen is black for me on level 2 both times I tried it. I'll assume I'm not missing something blindingly obvious and chalk it up to the fact this game is buggy.
This is one of the worst implementations of a game I have ever seen. The mechanics are contradictory, half the time pieces go away that have no relation to the one you put down, and the other half not all of the pieces that should go away do go away. The only thing I can say is that it looks a lot better than most things that come through here that have no thought or playtesting put into them whatsoever.
Yeah some simple text explaining the concepts instead of just letting you flail around trying to figure it out. Arrow keys a MUST, just too frustrating with the slow mouse. Oh and a hotkey for reset would make this experience far more tolerable as well.
Simple concept that really gives a "ooh I can just get a teeny little bit more next time" feeling. Powerups could be more varied... I mean one is like the normal things you collect (+ crit mass) and another gives the same effect as grabbing one more symbol (+ score x).
OK, I've been playing this off and on the past couple days. I have gotten to level 13, and failed it twice in a row due to no fault of my own. What happens is that I finish all of the far-away ones, left with one close one, and I had about 9 balls (of which there is no possible match of 4) and time runs out. Leaving a level completion entirely up to luck doesn't sit well with me, personally.
I don't even know why this game was made. Doesn't contribute to the genre other than adding worse controls than usual (that's not a good thing), the levels are completely uninspired, and the difficulty curve is asinine.
Not the first game like this, not the last, and certainly not the best. Also, bribing people for features your game should probably have anyway (to make it more attractive to play) not a great way to influence people.
I actually think this is a pretty good concept. The game itself just needs more improvement, the concept and movement are fine. More enemies, or more varied enemies, or at least quicker point to excitement/fun.
It certainly seems like a unique concept, but it's a bit difficult to tell what's going where. It's hard to suggest what to do - maybe some kind of animation as the pieces rotate would make it easier to understand. As it stands right now I don't think the game is going to gain much traction.