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Shoo, 59 took me a few hundred attempts on its own...finally realized I didn't have to trust luck, take a long circle around that magnet instead of pulling in close, it only takes one rotation for the block to pass and then you just sail on by
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Level 55, overly-responsive controls and tight passageways. Seems more like luck than skill. Forgiveable. Level 56, weird shades and unclear paths. Fun = zero.
When you have to rely on smoke and mirrors to change the difficulty of the game, I think you are doing something wrong.
3/5
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Sound-caused memory leak even when muted, plus impossible timing luck-based gameplay. Torture to play. Make the square faster, or the moving walls slower.
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Just what the world needs, another trial and error art game that uses one stupid mechanic that lacks any fun to be had playing it hiding behind an "ART" game tag. Wish people would just us BS tag for games like this.
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"only the nearest magnetizers will work" Huh. For some reason it doesn't seem to 'switch' the magnetizers when my mouse is closer to one of them. For instance, sometimes I can move my mouse almost on top of one, but it insists on staying on the previous closest one.
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You don't have to turn back to the start on level 59. Just turn around and wait for the floor beeing restored, the end is just after :)
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4/5 only because of the final three levels, which were immensely harder than the previous 56 levels, but worse than that, relied more on luck than on skill.
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lvl 57 is pure yellow, which is argh but doable. lvl 58 is pure purple, which gets quite annoying but still doable.. lvl 59.. pure blue.. is actually the hardest and most unforgiving, the slightest delay in timing sends your trajectory off-course.. worst part is, I think you're actually supposed to reverse direction at the end, so you have to play the entire floor TWICE X_X
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This is probably one of the funnest games I've played in a long time that made me think about planning ahead, since messing up in one area could mean my failure in further parts of the level. The graphics where simple yet fitting, and the game overall is very satisfying. 5/5 for me.
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As good a game as this is, I can't give it anymore than a 3/5. Purple blocks are nigh unpredictable. Also, due to screen shake from the use of blue and purple blocks in close proximity (more of an issue for purple blocks), the game becomes very unplayable and throws off timing tremendously in a game where timing matters the most.
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Great idea but badly implemented. The first 20 levels are far more difficult than the following 10. When the two different kind of magnet are put together some levels are not just difficult, but poorly realized. In overal is almost frustrating.
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Really nice idea but I found it sometimes didn't notice when I moved to active a different magnet which was frustrating. Well worth a look though.
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Level 59 was kind of overly sensitive, but doable. Really nice exploration of these magnetizing mechanics, and the final three levels were really intense. Ending was pretty sweet, and that last message made things really interesting. Thanks for the wonderful game!