Some of these puzzles seem poorly made. Puzzle 4 uses a yellow light even though the light's it's hinting at is almost always green, and once you figure out the light's general vicinity, you realize that there's three lights there and the game only registers with one of them. That wasn't thought out well.
I wonder if they based some of the power-ups on Humorism?
Red Pill = Blood = Sanguine
Black Pill = Black Bile = Melancholic
Yellow Pill = Yellow Bile = Choleric
Normal = Phlegm = Phelgmatic
Game is ruined by bugs. If you pick up a box, jump, and let go in mid-air while still holding the jump button, you'll continue jumping as you'd expect. However, your past self when attempting to do this will let go of the jump button when they let go of the box regardless of whether that's what you actually did, causing paradoxes.
Phew. That was tough. The only problem is that the difficulty curve is all over the place. Some levels are dead easy, some are ridiculously hard. At least the really hard ones were pretty evenly spaced.
It's easier once you realize that it's all about drawing paths around certain block start points. That means that the block start points on the edges aren't as important since you can't draw around them.
I read the newspaper message about the second letter in each of the Hatter's messages, so I went around to each message taking the second letter and it didn't make sense. What they meant was the second letter of each WORD. Fail clue.
Also annoying is that glass breaking is not based on the force applied to the glass, but rather the number of collisions the glass has with other OBJECTS (not the ground), and the incoming object's velocity, rather than its force. So even if the glass suffers a large force, such as being dropped from a large height, or being crushed into the wall by a lever, it can still stay unscathed. In this level I just did, I made a seesaw with a long block on it, and a glass block on one side, then dropped a heavy block on the empty side in an attempt to break the glass block against the ceiling. But because the glass block was already touching the ceiling when the heavy block hit, it simply made a slight bump and did not crack at all.
This game is bugged in that it considers blocks which are stacked in alignment with one another to never quite be smoothly lined up. That means that you can (as I did) balance an L block on the SIDE of the tower in level Z-5 such that it's supported on the bottom by an edge where two tower blocks line up, and the top by the tower's outcropping.
Things are just too small. How am I supposed to know that that speck of rust is a keyhole, or that those spikey things on a demolished hunk of scrap metal were clamps and not just debris? Seriously, if you're gonna make small things then figure out a way to get your game to run in full screen, and improve your art style and detail enough that those things are distinguishable.
It's an interesting idea, but horrible lack of an idea of what buttons will do just makes it boring trial and error. The complete lack of checkpoints ruins it. How in the world am I supposed to know that pressing a curley arrow button will make my bear jump on top of an exploding grenade in order to propel himself to the top of the building, or that interacting with a drill spear twice will make my bear throw it away permanently, completely screwing me over. The actions need to be much more clear.