Game is too easy, and too short. I could bypass the intent of most levels by being a little creative.
Level 23 required me to run the exact same solution 4 times for it to work: e.g. the physics isn't perfect, since it should work the same every time.
On level 18, It glitched out. My worker got the anvil like he should, and returned it to base. However it never advanced to the next level or gave me credit. I can't play more. The bug repeated when I reloaded the level and solved it a different way.
I managed it in 19 days, with Glider 3, Rocket 3, and nothing else maxed. Didn't think I would make it, but saving about 1/4 of the rocked for around 4500 distance helped quite a bit. Exactly 18 days.
Very tedious. Too much walking back and forth to the worm. Also his walking noise is annoying after the first 4 seconds or so... and walking back and forth constantly is grating. I barely convinced myself to finish.
OK, trying to go back and earn the last star is frustrating...
I don't want to submit my score every time I complete a level, and clear progress means I have to play the whole game over again, just so I can re-trigger an achievement after getting all of the stars my first time through.
Also, buggy cut lines appear oftentimes and remain on screen until the next level loads when I try to cut and it decides arbitrarily that I don't get to and instead get a line where I wanted to cut.
As interesting as this game is, it has some issues.
Level 14 for instance, I need to clear 12 cars within the time limit, but the first 10 or so times I played it, I never even got 12 cars to send through, so it was impossible until whatever RNG that makes the cars decided to give me 12.
I like fighting games, quite a bit actually, I play StreetFighter 2 and Guilty Gear and am fairly good at them.
Why do the enemies do more damage than I do? How is this fun? I hit them 3 times as often and lose?
Would have been fun if the harder computers were just better, not artificially buffed.
Not particularly entertaining, and the problem solving was completely linear. No chances for mistakes, simply frustration until you clicked on the right thing.