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Sorry, but that shift-shiftback bug that eats away moves for no reason is really freaking annoying. So much in fact, that I stopped only 4 levels after the tutorial. (Which by the way should not count down time when you have to read the tutorial text first.)
It’s a killer bug. It kills it. 2/5 stars.
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The controls are really what kills the game. Sometimes, you only want to move 1 square. Often times, the game will shoot the piece 5-10 squares past your target square. Because of this, you try to pixel over 1 pixel at a time. That doesn't work too well and yields the same result. While this game is a fun game, the controls are just too sloppy and sensitive to warrant anything above a 2/5. Strategy and puzzle games should not be defined primarily on luck.
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Some interesting new mechanics from the original version, but the controls are much worse. They feel really stiff in this sequel...
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if you move stuff with arrows by selecting them and then moving with arrow keys it would solve the sensitivity problem
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i like the concept and its well made, also the graphics are cute. But the controls suck, also the game just get boring after a while.
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I'm pretty sure most of the level names (Island A - Island B) don't match with what the map thinks they should be, at least on the Exploration map.
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I agree that the control scheme is too sensitive if you want to have in-game achievements based on minimizing the amount of moves.
Something along the lines of the Interlocked control scheme would work: Click on a piece -> four arrows appear. Drag towards one of the arrows, and you can only move the piece in that direction and back until you release the mouse button and click the piece again.
The part where it didn't work very well in Interlocked was that minute movements are important in that game. This game is grid-based, though, so it shouldn't be a problem here.
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It's a cool concept and an otherwise entertaining game completely bogged down by a very jerky and frustrating control system.
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I didn't play the game before the control update the game designers say they did, so I can't imagine how terrible it was then if this is supposed to be better. The problem isn't knowing exactly where the block will go, it's that the blocks are so sensitive that when you try to drag it it will pop back and forth through the same square or slide too far unless you go very slowly and try to make it move one square at a time, which gets very tedious and can still lead to the bouncing back and forth. Another problem is letting the blocks be pushed out of the way by the one you're moving. Why is that even in the game? You may think it makes things simpler since you only need to move one block to potentially get multiple blocks into place, but it really just messes up your move count when you accidentally bump a block and then have to move both it and the one you hit it with back. Fun enough game overall, but the controls make it not fun to play.
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this is really, really relaxing to play. and holy shit people stop complaining about the controls, they're really not bad at all.
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Sedna: "starting a new game" will move you to the map you chose but will not erase any progress. So Use start new game to change to another map.
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I'd like some explanations about how moves are calculated and how many I need for better scores. I assume it's time related too? But I saw no clear requirement for each map. Other than that great game.
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Excellent game! I love the fact that the suggestion I made in the comments of the last game (IIRC), to allow multi-directional dragging without lifting the mouse, made it into this version. It makes the game much more pleasant.
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Perfect...perfect...perfect...twitch...two stars. As with the original, I like the concept and even the gameplay doesn't bother me, until you get counted off for not being a master at using the awkward controls. It's a puzzle game, not anything that should require perfect mouse control. Knowing how to solve a level and executing should be enough for a perfect score.
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Controls are very touchy, and you did what most puzzle games do, instead of building on a few basic principles to make the game difficult you just keep throwing in new ones, makes the game tedious
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Sometimes the blocks move easily, and yet others don't move at all. You need to homogenize the controls so that when you move the mouse, the block moves with it, rather than either staying in one spot until you've moved the pointer a long ways, THEN moving, or moving too much when you but twitch the pointer half a square.
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kinda fun game i agree the movements should be more precise and please change the music or at least have a bunch of different bits of music 3/5
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It would be nice to have the option of selecting a piece and moving it with arrows to eliminate the "mouse position snap to nearest square" action gobbling up moves. Still a fun game 4/5