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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
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You know a game is poorly designed when the most difficult part is the oversensitive controls. Games should be designed around the controls, not the graphics.
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Good concept, flawed execution. Controls are imprecise at best. Teleporters give no indication of connecting points, meaning that you cannot just look at a puzzle and try to figure it out; you are forced to use trial and error to see where things connect, which is an automatic negative mark from me for any puzzle game (trial and error can be an acceptable method, but it should *never* be required). No indication is given for what the requirements for stars are (forget actual move/time listings, ie "you need to beat the stage in less than X moves/seconds to get 3 stars", how about mentioning whether it's time, stars, or both that we're working with here?).
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Would be nice if you could add a map selector. I've finished the game, and now cannot go back to the previous level maps. I'd like to go back and conquer the lands I didn't get 3 stars on...don't really wanna replay the entire thing over again yet.
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The controls aren't as bad as everybody thinks they are. Click on a block, drag to the square that you want that block to end up in. No problemo.
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Listen... if you need to include a 15-level tutorial, your game is too damned complicated. Try harder to make PUZZLES out of the elements you've already established rather than add new game elements to try to make things more complex.
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Nevermind, I found out how. It's a little misleading to require the player to press "start game" instead of "continue" to do it, though.
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love the game, in my opinion the first game is WAY better. I liked being able to choose which level to do, and also the system of moving blocks in the first was easier
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alright game but i think that the control should be by pressing the arrow buttons not the mouse sometimes i click it and i repeatably click it for 5 minutes or at least make it u don't have to hold
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I also like the music, reminds me of sims 3.
original, but i dont feel like playing the rest after the beginner map.
controls are not that bad.
i give it a 4/5. and that especially for the relaxing music.