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I haven't seen a lot of new puzzle games that I could really get into, but I loved these games. And the badge name really got me. Good one!
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Dang, the music does an amazing job of getting you in the right mood to play this game. Liked it a lot more than the first, a bunch more puzzle-y mechanics that made you really think, and they were a lot clearer and easier to understand too (not meaning the puzzles were overly easy, though)
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I think level 34 is harder than level 35, because of the huge number of combinations one can create with the green-blue rotating pieces and blue-orange rotating pieces. It's amazing to see how two simple ideas (connecting tracks, rotating mechanics) combined together can create a puzzle of such complexity. And it isn't even near its full potential yet.
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I really think the entire game should be about that rotating mechanic that's in level 27 onward. Up until that point, the game lacks complexity in it's choices of what to do, there's not that many options for you to even try and so the puzzles complete themselves. The puzzles also begin to get quite messy without making the game itself much more challenging. The rotation drastically adds to the amount of options, and so even if the puzzles don't have to be more challenging, they immediately become the most interesting part of the game.
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I always love the feeling of coming to a game's sequel after just finishing its predecesor, and i'm Breezing through the beginner tutorial levels, theres a peace to it, after spending a long time solving that games hardest puzzles, the anticipation of seeing what this new instalment has to offer, its a feeling so few games provide, and so amazing when it does.
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Just as good as the original, now with a smother learning curve. Can't wait for Unpuzzle 3, hopefully with custom puzzles
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So, we have "Unpuzzle" in the "Puzzle" genre, and "Don't Escape" in the escape genre, so what's next? "Stop platforming?"
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More is not always better - all these extra functions just made the levels more confusing, without really adding anything.
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Simply amazing what a variety of mechanism you can come up with in what's essentially a game about throwing blocks out of the screen.
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Some of the mechanics weren't used very much before being taken out of the stages again; seems like there'd be untapped potential with the game.