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4/5 stars really great concept, and great new features that set it apart from its prequel. A fifth star would've been handed if you used the concept to its most difficult potential, 'cause with the mechanics in this game, it'd be possible to create REALLY difficult levels. Also, a failure cap (health) would be fit so you can't just go ham on everything you see if you're stuck. More levels as well. TL;DR Great mechanics & concept, its potential not reached.
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I normally don't rate games when people ask me too, but your game was well made and actually challenged my brain without trying to completly break it like some puzzle games that are too hard or delibretly vague. 5 stars.
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As with the first one, you did a fantastic job. The puzzles are fun, intuitive and the mood of the game is simply amazing.
My only complaint is that the green(? not sure, am pretty colorblind) hooks are sometimes a bit confusing visually. Nothing gamebreaking but it sometimes made levels harder than they should be for seemingly no reason.
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Phenomenal sequel to an already fantastic puzzle game. New mechanics to up the stakes, new puzzles, really good stuff.
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This is an excellent game. I enjoyed this one as much as I enjoyed the first installment. My only problem I have with the game (had the same problem with the first one) is that the further you progress in the game, the more glitchy and crackly the audio becomes. Its almost unbearable by the end of the game.
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I imagine that the music loop could eventually begin to grate on some folks, but that's about the only flaw I can see in this game. Love the aesthetic, love the relaxed challenge. If this had been in an arcade in the good old days, it might have had a time limit and been devilish, but in relaxing form here, it's pitch-perfect. Happy to give 5 stars. :)
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This was seriously an excellent sequel. Everything is new, and every new puzzle type as imaginative as the last. And unlike many other puzzle games, the systems work together brilliantly when combined as well.
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There's just something satisfying about tearing apart the complexity of a puzzle like this. Well done, and a great improvement from your first game.
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While it is not require to listen to any audio to solve the puzzle, the sound effects of the new mechanics and the background music both add tremendously.
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Nice relaxing bit of work, but the same problem as the first one: No possibility of failure. If you simply keep clicking and tugging, you can brute-force your way through the entire game.
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While playing the game, I was wondering: why is the music so sad. Then I realise that it wasn't the music, but our very lives failling appart by our own just like puzzles.
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Personally I am a massive fan of the games you make, a very creative twist on what puzzle games are. Only had to use 2 hints throughout my playthrough. Can't wait for the next game you make.
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Refreshing, with the amount of work that went on for this game. It been a long time since I enjoyed a game to this extent on Kongregate. I'll be looking for more from you in the future. Well done, @kekGames!
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I like how this game improved on the concept and added new mechanics that added increasing complexity to the puzzles. However, this complexity sometimes caused the levels to feel incredibly cluttered. Nevertheless, I liked it.
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I thought this was definitely an improvement from the first game! I personally am not a super big fan of puzzle games where the only puzzle is looking for what you can do (as opposed to what you should do, or figuring out what is even possible). I thought you improved on the puzzle aspects on this one from the first game though! I thought the visual of the hooks, especially where there are multiple hook on adjacent block, was visually confusing. Also would be nice to not have a click + drag every single block, especially near the end of a level, but that's probably more of a PC problem than a mobile one! Overall glad you decided to keep improving the game! 4/5
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Interesting puzzle ideas, but I feel like it suffers a lot from lack of intuitiveness and visual clutter. For instance, when there's a hooked block, with a hook placed below and going to the left side, I instinctively expect the part sticking out on the left to be a part of the block that cannot collide with the blocks below. Similarly, when the crushing blocks were introduced, I was stuck because I totally wasn't used to the notion of pushing one block towards another. The visual clutter part is very apparent in the later levels of specific section, when on the same block there are hooks, connectors and rotators.
When it comes to the challenge the game gives, I struggled more processing the individual blocks and reading the game state, rather than deciding how to proceed from the current state. u_u'
Thanks, I've updated the introduction of blasting block to make it more intuitive. Hooks disappear before they can hit an obstacle. As to clutter - that's the best I can do - mechanics are different colors, and are mostly placed to minimize overlapping, if you have any suggestions - it would be good to hear them.
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I do not know the first version, so it's the first time I see this game mechanic, and it's just great and the atmosphere that transmits the game is very pleasant. Congratulations for the game!.
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A good challenge with many varied rules/block types. I'm gonna have to go play the first one now. I like how you gradually integrate the new block types in a way that isn't too fast or confusing (it's just confusing enough). when I saw each of the ideosyncratic blocks, I got more and more unsure of my ability to figure it out. A couple suggestions I have for either this or the third game (please give us one) is have additional game modes, ex: chill mode (how it has been), speed run (medal possibility for target times), proc gen (if you get into coding programs or hire a coder or appropriate an existing program), you could make daily levels to keep us coming back, maybe a few each day, depending on 1. how much time you want to apply to it 2. whether you feel comfortable giving that responsibility to a procedural generator