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Correction: the GET A HINT link on the title screen goes to the walkthrough for this, the NEED A HINT? button after you fail a level goes to the walkthrough for Liquid Measure 2.
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For you people who wants pictures, not video walkthroughs, here:
http://ay-walkthrough.blogspot.com/2011/01/liquidmeasure2darkfluidwalkthrough.html
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What would really bring the series to a golden age would be player-created levels. I don't use the feature often on many things, but there are those brilliant people out there who create masterpieces. Just putting in my two cents. 5/5, faved.
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And the video walkthrough isn't even loading for me. I suppose I should be thankful for an excuse not to use it, but still, that's irritating.
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Great game, with one big flaw IMO: The pieces you get to build with should be in a box outside of the playing field, not cluttering it like they do now.
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I'm kind of sick of seeing people complain that this doesn't have a tutorial or isn't easy.. This is a level pack, not a sequel.
LEVEL PACK..not SEQUEL...
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A speed button definitely would be a plus. And don't get bent on using every piece, there's a lot of levels you'll have leftovers.
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could I please have a mode where my water moves a littttttle faster? Probably at least half the time I spent on this game was waiting for the water to go where I sent it, not figuring out where the pieces ought to go.
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I hate having pieces left over, it makes me uneasy, even if it beat the level...bit like having a screw left after repairing something.
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The prequel had some levels that did not require a solution to make use of all pieces, but this one is taking this to a whole new stage: The FIRST level has an extra piece.
Overall I liked the concept, but the awful level designs take away the feeling of accomplishment you'd normally get when you play a puzzle game.
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Imho, this series would benefit from an "inventory panel" available on a side where unused pieces are stored. This note aside, nice level pack, far more challenging than the original.
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Most puzzles are simply an act of looking at the pieces you have and putting them in the only places they would fit and make sense. I rarely had to make a note of the size of the containers or which splitters to use where, unless my initial design was off and then I simply had to swap a piece or two and everything would work again.
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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.