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Could really use ingame instructions, or at least color table, rather than having to exit mid level to check it and lose progress.
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I think I'd like it more if the screen got bigger (or zoomed out more) for the later levels - the wrap feature hurts my brain!
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You know that swedish Dj : Avicii?
In his song "levels", he uses the sentence "Oohoh sometimes, I get a good feeling"
I know why : He played this game.
5/5
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I don't see the point complaying about zen something, this idea was anyway present in Pipe 25 years ago, and every game is ispired to previous one. The only complains that are possible to be made: 1) awfull for color blind ppl 2) worst graphic ever:D
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Would love to see a method (shift+click?) to lock a "known" tile. Oh, and for those who seem to be mistaken: This is not a Simon Tatham game, at least not originally. His implementation is based off one made by Pavils Jurjans. It's even in the credits on SGTatham's puzzle pack, if you look.
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It took around 100 clicks on new grid in custom mode with 2x2 grid to get a completed grid. I wonder how many clicks are required for a 20x20 :P
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Easy badges...
Wrap mode gets really annoying: I wish you'd duplicate the color from the opposite side on the margin so it would be easier to see.
I'll accept that its an original premise for a game (i e not stolen from Loops of Zen) so 4/5.
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@JackOfHeart : I checked on the web and primary colors are different if you speak of seeing Direct Light (TV, monitor) or Reflected Light (pigments from paintings, drawings.)
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Impossible mode generates leveles that are literally impossible. Theoretically impossible. With a red dot surrounded by only other red dots for example, so it can't be connected to anything.
That's a pretty bad bug.
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Playing on impossible mode I thought to myself "Who knew that the horrible mess of cables behind my computer could inspire an entire game?"