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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.
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Oh and @Remivision: If (IF :) you’re the one modding down all the comments complaining about the same major bug: That’s called ignorance, and won’t make things any better. ^^
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All the different elements of the game just became annoying. I was expecting a simple block moving puzzle game but all of the extra blocks just took the fun out of it. It could be a good game if it wasn't so complex. I would say 3/5.
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Loved the first game, don't like the teleporter spam in this game. Just makes things unnecessarily harder; I liked the simplicity of the first game much more.
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i didn't really see an issue with the controls, probably because my computer is laggy and i just beat the frustratingly difficult first one.
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@kravitzz
They need bridges because obviously you need to place teleport mechanisms to where you want to teleport so they would need to get across the river and then place a teleporter...Very simple!
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Glad to see a sequel.. I must have spent days on the first one and still never finished it. Unfortunately, this one's controls seem much different. I seem to remember being able to 'throw' pieces around with a little more slide (and a lot less friction) in the first installment.
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Aside from the jittery control issues, this is yet another colorblind-unfriendly game and I'm afraid that's a big pet peeve of mine. 2/5
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Cool and fun game. Like it. The controls aren't very friendly though. That's one fault. Also, your idea for this game was nice and original. Like the music and SFX. Also the graphics are nice too. Main problem are the controls though. Overall, a good game. 4/5.
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The controls are absolutely miserable, too sensitive, unpredictable. A simple drag can sometimes jump around without apparent reason or warning. Released blocks may continue to move. Sometimes angles or moves close to the board edge causes the blocks to move in more than one axis at a time, jumping them rapidly back or forth in ways that sabotage precision or eat up more moves than intended. It makes the controls seem slippery. The lack of precise control over movements makes the game's focus on limiting moves for the score system into a very frustrating exercise, because you almost have to fight and wrestle the game's own control system in order to score well. Makes the game's actual puzzle solving take a backseat behind babystepping a temperamental control sensitivity. I am surprised that the way the controls behave was never polished up to remove the sensitivity issue. The first one doesn't seem to have the same issue, which makes it a lot more enjoyable to actually play.