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The original game had puzzles that required more thinking. The design here usually forces the correct solution. You still need to know how to count, though, of course :).
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Yay, game beat! Difficult stages are only difficult because they have extra pieces. Only one hint: never try to use all parts.
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New elements should be added from outside the board, i always getting confused what elements are on their places and which not ^^
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Sometimes I could solve a level with 3-4 spare parts, and this happened more often near the end. Perhaps have a mode where a person could solve the puzzle in an easier fashion, and a mode where the user tries to use the least possible pieces.
I wouldnt have the spare parts placed within the lvl, despite the green glowing indicating which parts you can move, I would say it tends to be a little confusing at first, though I didn't play the first or second one so the argument may not be valid.
However having the pieces within the level could also be a puzzle in itself. If some pieces are large and only fit in a certain way, the user might have to move the pieces wisely in order to get the pieces where he/she wants. Just an idea here, nice game overall, pretty steady difficulty curve.
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Some of these are very obvious, while as others are not. The hard ones for me are the one that have moving tank things.
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if I had a company and some worker came with an idea like this to organize whatever liquid we have, he would be fired right away. 5/5
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would be fun to be allowed to see the solution we were supposed to give to the puzzles. sometimes i think i did something the author wasn't counting on >_>
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Link to the correct walkthrough, divided by level. http://www.dopiephilippines.com/2010/12/liquid-measure-2-dark-fluid-level-pack.html
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I critically wish
1) the START button isn't so close to the RESET button.
2) the MOVABLE pieces weren't so similar to IMMOBILE pieces.
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I swear these puzzles would be so much easier if there was a part of the interface where you can put not yet placed parts. The fact that they are strewn amidst the fixed parts creates visual confusion and sometimes even straight out chaos, until I have arranged them differently.
...Then again, maybe this is a problem specific to me because of how my mind seems to work: "... therefore the only logical way for this pipe to connect... OHH NEED TO LOOK AT THIS BLINKING GREEN PIPE INSTEAD OF FINISHING THOUGHT"
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If working at a water company was this easy, then there would be no need for people... There would be a code that would handle everything, but then, what would clean the dark fluid? and how would the water be there?
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I agree with Nerded: a hint is NOT a solution. It would be nice if the "get a hint" would tell you where one of the pieces go or something like that.
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I think LM2 was often more challenging because so much is placed here that there's only one solution (or two closely related ones).
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a lot of the levels suffer from "mysterious hole" syndrome, where there is a hole in the existing design that fits exactly the piece you have only one of.