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One thing that would be really appreciated is after you fail a level, there's a "retry" button available right under the message that tells you that you failed. Having to click on the specific level adds an unnecessary step. Yes, you can restart a level when you have >0 moves left, but you should also be able to restart at 0.
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I'll bet once I can see the patterns to look for to set up the spell combos, this game will be great...except I'm not seeing them. What can seem like a great idea can turn into a puzzle nightmare which is what is seriously hurting this game's rating. Needs a substantial difficulty fix...more spell combos? a more in depth tutorial?
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I must be really terrible at this game, since I've now played level 25 fifty times without completing both objectives.
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when testing a game you shouldnt be the one to do it, you know the game to well, if you think its ovious but more say it isnt then it isnt...
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The game looks great, but it doesn't give enough visual cues. Spells should be more obvious when you click that they'll trigger (maybe highlight all the other things that will go when you do them?). Also, some kind of undo, even just one turn for when things don't drop the way you expect them to. Right now, it's kind of a crapshoot when you blow up something that could have 2 things that feed into it and it doesn't always make sense.
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the dev said he can beat any lvl in one or two tries. i get stucked on the same lvl for half hour. i must be really stupid or he is a great liar
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Konregate? Why did you put this on my 'recommended' list? Did I piss you off??
This is a great game (graphics, music, idea) with poor structure and execution. As you get past level 40 or 50, you either have to try dozens of times to get the minimum required (thank goodness the 'heart' restart seems to have been turned off), or you finally get the right drop... and you score double or triple past the MAXIMUM you need. To much repetition just praying to the drop gods... 2/5
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Level 8 is impossible due to those damn blocking stones. You require spells to clear them, yet you dont give us enough room to build the spell shapes? I cant get even half the score needed to clear it.
Even on the earlier levels I was *lucky* if I got even 3 spells in a level. They are just too hard to set up considering the drops are so random, and the way they fill in holes sideways rather than just dropping straight down like every other matching game makes it impossible to predict the shapes. Then you get problems where once in a while you DONT want a spell to go off but theres no choice.
Overall, nice graphics, music, and potential, but its just too unbalanced and random to really be playable.
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I absolutely want to love this game but the frustration level if off the charts. I like the variety of challenge, the mechanics, and aesthetics. However, the dependence on getting just the right segments to fall is incredibly frustrating. I highly recommend having an option to play without a move cap, perhaps unlocking the next stage but not being awarded the base star. Alternately maybe being allowed to skip a level using a bonus star from a prior level. Getting stuck for half an hour at a pop because RNG disfavors me is killing this game.
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After reading the comment from the creator - First it's no surprise the game creator understands the challenges of each level and how to beat them. Second, the levels appear to suffer of a case of challenge+1. You have a challenge to defeat, AND have to accomplish another goal. Often times the luck factor comes into play where you can accomplish one, but not the other. Level 19 is a prime example of this. Clear the center blocker AND get 3500 while the entire center is cemented up. You have to hit the center blocker with combos that REACH it TWICE. I've accomplished this once. I rarely break 1000-1500, much less the 3500 required. It requires absurd luck to do both at the same time.
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I like the game. The idea is original and I am one of those persons, who loves randomness. I dislike repetition but I love adaption, adapting Your game style to counter the randomness of the board is superior to just repeating a known set and min-maxing the outcome.
However, one suggestion. I would ask for better highlight of the newly opened stage. If the screen has 50/50, one gets confused and needs to use more brain resources to find out, which stage is the one I want to play now. (The brain processes information in this order: color -> shape -> text)
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i break all the glass, cant pass the lvl cause i lack points. i get the points, cant pass cause i missed one glass in the corner. having to complete multiple objectives at once with few moves is frustating
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Have played through a given level 20+ times now because I don't like progressing without that second star. This is really frustrating me because the numbers required to get that second star are freakishly high and not at all dependent on what you do as a player.
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You should be able to complete a level but not get a star if you complete the requirements but don't get enough score.
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The difficulty increases way too fast. It starts as a nice relaxing "Oh, I'll play a couple quick levels as a break," and then becomes frustrating and impossible quickly.
The dependence on pure luck is unfun.
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Would have been much better as an endless clicky-relax thing. The puzzle element is far too random and just creates frustration, especially given the action limits.
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It is the waiting for a good start layout which made me not want to try forever. I can enjoy having to figure out which order I should aim for, but when it is waiting for the right layout to get selected by the game, I can't really bother actually figuring out what to do either. Add to that the fact you have to reselect that level to try again rather than having to quit a level gets old real fast. Other than that, great game and smooth play. Challenges beside getting enough points to clear a level is definitely a must in this type of game.
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The mute button is at the bottom left. Click on the arrow and it'll reveal the sound and music icons you can click to mute.
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The amount of luck required to pass level 19 is absurd. I still haven't figured out how to reasonably trigger the bottom row. And if the colors on the bottom row are different? Restart. Not moving.
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My only complaint is that the joker balls are not intuitively colored ... they should be clear I think. Still an interesting and fresh strategy game. Well executed.
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I think level 21 is a great example of why this game doesn't work. Everything needs to be set up right to get the points and the block out of the way in 10 moves. The player's choices matter much less than the RNG. So it's just a lot of clicking until you can pass the level.
Too bad because otherwise I like the presentation and premise.
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I wanted to like this game. It has great music and a nice concept but the sheer need for dumb luck to win a level really ruins it. You are forced to replay the same levels because you things didn't fall just right. This game can get frustrating, and frankly boring, not from any real difficulty but rather from a RNG that ruins the entire concept.
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bro seriously just let us play in your next game, the 5th map and we still annoyed by your retard explanation, I am out
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If elementary chaos theory stops being a thing and I can reliably determine whether removing an orb from underneath a wild card will actuall cause the wild card to drop instead of every orb around it, I might rate this game higher than 2*. Until then, there are other (better) color-matching games.
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This is a very nice game! The concept is unique, the gameplay is fun and well-balanced, even the graphics are pretty sweet! Never stop making games, man. You were made for this! 5/5
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I'm normally quite a fan of these match gem games. By level 13 though, I was bored enough to quit. Having to find the middle of the gem patterns just made it a bit slow for me. I can understand the puzzle portion, but eh, it didn't work for me.
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The more i play this game, the more I feel its just a money grab. The boards are randomly generated with the knowledge that quite a few will result in a loss, thus creating the need to constantly refresh lives. Has no one else noticed the "Ad Placement" title when you refresh? Imagine now playing this game and having to watch a 30-60 second video every time you're out. 1/5 from me, I just can't encourage this type of behavior
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With all the luck involved in getting a viable starting configuration for some of the levels, I think this game could benefit from some kind of mechanism or power-up that generates extra moves.