Well. I was enjoying the game until the snarkiness on the "game over" screen, which somehow suggests that fun is mutually exclusive from an upgrading system. So 3/5, since apparently I'm not supposed to rate a game based on the upgrade system, and the upgrade system is such a large portion of this game. :-P
...OK, after playing it more, a few more observations. First, there's definitely a rotation issue, which is really obvious with the 2x2 square, which moves to the left with each rotation. Basically, after four rotations, a shape should be on the same axis it started on, and that doesn't happen with nearly any of the shapes. And second, the game has a fairly fundamental problem, which is that once you start losing, it gets harder and harder to catch up. If you leave a gap in a ten-block line in Tetris, you need to finish the ten-block line above it to open up the gap. Here, if you leave a gap in an eight-block square, you need to complete a sixteen-block square to get back to the center, and so on outward. I think the concept is neat, but it may ultimately be somewhat unworkable.
It's a pretty cool concept. The one thing I'm not sure I get is how the blocks realign when a square is finished and removed. Perhaps some sort of explanation?
Well, there's a lot to be said for even making a first game; it's more than I can do. Still, some things to think about: the ball speeds up *awfully* fast. And as people suggest, think of ways to add improvements.
I wanted to see the help, so around level 6 I stopped moving and let the boxes pile up. The game ended around level 10, what with things just naturally falling off the screen. (The help, it turned out, didn't help; I wanted to know what the powerups did.) It's a clever concept, but greatly lacking in the execution.
Seems a little basic--there's typically one thing to do, you do it, you move on. And I don't really like speed being a factor in a puzzle game, especially when the instructions are so unclear (oh, you can click *and drag*?! oh, you're scored not only on time, but your points depend on your speed?).
Hmm--looks like there's a small bug involving blocks overlapping: if you move a block onto a space just as a block is falling there, they occupy the same space until you move one of them away. (If you can't move them, they just sit there rattling.)
This is a really nice variation on the usual "complete the loops" genre. My main problem is the repetitive nature: higher levels are just like lower levels, only with more blocks to be cleared. It needs guns and explosions...OK, no, no it doesn't; but I feel like it needs just a little something more to keep the player interested.
The problem with this game is that there's not a whole lot of puzzle involved. You just move the mouse around until you find the thing you can click on, and you click it; and often there's no sense as to why you're using that object. (To stab the woman, you look around for a knife, rather than using the scissors that're right there?) By the scene in the park, where there were a lot of sensible things to click--a knife, a snake, the rod, the people--but you had to pick the one particular rock, I gave up.
You know, I have to agree with earlier posters about the "save" problem. I had given this 5/5--but if I can't return to where I left off, it loses pretty much all of its fun value, so I'm dropping it to a 2/5.