I am referring to the game Lumen. For those of you not familiar with the game, it's a simple puzzle game where you drag various coloured laser-emitters and various coloured laser-filters onto the screen to light up a series of various coloured checkpoints. You get the idea that it's dependant on colours, right? For each emitter and for each filter, you have a choice of three colours to use: red, green or blue. You only get to use one emitter, but you can have as many filters as you like, in an assortment of all the colours available. You also have various angled mirrors -- four mirrors, at 45-degree angles -- that you can place on the screen to deflect the laser beams, and like the filters, you can have as many of these as you want using all the angles available. So you can end up with LOTS of filters on the stage, all different colours, and LOTS of mirrors on the stage too, all different angles. However, it's recently been "upgraded" to version 2.0, and sports a new UI-overhaul, which in my opinion has taken the usability of the game BACKWARDS by several notches. Let me give you an example of what I mean. This is a sample puzzle from the old layout: And this is the exact same puzzle from the new layout: OK, so the newer version may LOOK prettier (the old Lumen was available as a game for the Mac OS looong before the iPhone ever came along, and still had the same interface from the desktop version - and it shows), but notice that the new version combines ALL the coloured transmitters into ONE "chooser", and also combines ALL the coloured filters into ONE chooser too, rather than having each one selectable at any one time, like before. So what that means is that these emitters and filters now take anywhere up to THREE clicks to get the colour you want, whereas before it was always only ever ONE click. So in the above example, if a blue emitter/filter is pre-selected and lit up and you decide that you want to place a green emitter/filter on the stage, you have to go through one of the following routes: - Click-and-drag blue onto stage. - Click to change blue to red. - Click to change red to green. Or alternatively: - Click to change blue to red. - Click to change red to green. - Click-and-drag green onto stage. Either way, that's three clicks, whereas before it was always and only ever just one click-and-drag. Interestingly though -- and nonsensically, other than "because there was space" as far as I can tell -- the new UI has TWO mirror choosers for the FOUR mirror-angles available. So now when adding a mirror to the stage, it could take TWO clicks to get the angle you want, whereas before it was always only ever ONE click. ie: If the one you want isn't already in position in the chooser, step 1 is click-to-flip and step 2 is place on stage. Somewhat to a lesser extent, but still worth mentioning, is the new mirrors -- my problem with these is that they are not nearly as clear as they were before in regards to which way they are pointing - ie: the colour of the mirror "hinges" is too similar to the main background colour, and there is a tendency for these hinges to blend in to the background somewhat, making it difficult to tell which is the front of the mirror and which is the back. (Yes, I CAN see them, but a quick at-a-glance now needs to be a proper look.) The basic triangle shape worked perfectly before. Why change it? The mirror doesn't have to be a literal 3-dimensional mirror, especially considering it's a 2-dimensional game. It only needs to be iconically-representative of its function, not photographically-representative. Hmmm... Having pretty graphics in your game is all very well and good, but not if it sacrifices usability in order to do so. I think the only genuine benefit in the new UI (so excluding "prettiness" then) is that more of a visual distinction has been made between the angled mirrors and the square non-movable blocks. What do you guys think? Anyone else had this game from before the update? Have you tried the new version? Your impressions? Would you agree or disagree with what I've said here?