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Half, if not more, of the levels are based on complete luck and tons of timing. Plus, like has been said, this genre has been done too many times to count. With nothing new to offer besides the luck and timing aspects, this game doesn't entertain for very long. 1/5
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You try to add 'twists' with all of these various blocks, but all it does is overcomplicate the game and make it totally unenjoyable. Especially the green blocks. Sorry, but this game was terribly executed.
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The flashing ggreen blocks turn a puzzle challenge into timing guesswork. Unfortunately the basic concept tends to be unchallenging by itself. You rarely have more than one or two options.
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Have to agree, a bit too much guesswork for a puzzle and the green flashing blocks make for a lot of annoying timing aspects that I don't find fun.
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Level 34 is just shy of impossible; you need to add another split second or two onto the white block timer. When you are button mashing and still missing it, the timer is too short.
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Yeah, I don't like how much it's based on timing and hoping you get it right. It's not really a puzzle or thinking game. 3/5
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Breezed through the game till level 32 in which I lost interest. Path games aren't really my favorite but this one ain't bad. 4/5
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Also a bug in the user content: If you load a user-created level when you're already in a level, it moves your current level into the "background" and you basically have to restart the game to fix it. Try it and you'll see what I mean!
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Decent concepts plagued by really terrible level design. I'm not a huge fan of levels where you can't possibly win on the first attempt (barring blind luck) e.g. level 21. Where's the skill in that? And some levels which should be hard have trivial solutions, e.g. level 37 which has a 5 move solution that can be seen after only minimal scanning. Only a handful of levels actually required thought. This would really have benefited from good level design!