I'm only 2/3rds through, but so far I agree it's simpler than SpaceChem and once you get your head around what the pieces do / how the puzzles are constructed, about the same level as Trainyard. I hope this walks the fine line between nudging you on the right path, but without giving the game away completely! Spoiler The problem you have is the on/off switch only delay the pusher 2 turns, not the 4 you need to wait for the spinner to come back around. So you need to find a way to add those extra 2 turns delay into the sequence...
Thanks for the advice - Spoiler however, I can't get my head around how to delay the pusher for two more turns. Could you give me a bigger clue please? I've been stuck on this level all day and I've reached the point where I just want to move on now.
Seriously I think I'm too stupid...after 15 levels I can't move on I'm stumped and I have no more hints....I wish I could get more hints somehow,Pls. I dumb.
Big Hint 1 - Spoiler Use the teleporter on the pusher as well as the on/off switch - 1) On, next to start. 2) On, at second location. 3) Off, next to start. 4) Off, at second location. Bigger Hint 2 - Spoiler Use a puller to get the ball off the start space instead of a pusher, and by teleporting it next to the exit, you can reuse it to get the ball on to the exit during phase 2 at the same time.
Thank you - finally completed the level! Spoiler I was originally using a puller to start the level but it kept obstructing other modules. I didn't consider the fact that it would temporarily be moved out of the way by using the teleporter.
So I couldn't stop playing this gem today. Sometimes got heavily stuck, just to pick my iPad up a couple minutes later and somehow found a solution. The hint system is great I think, never giving away too much help. In some levels (especially in Core) I found solutions that didn't match the hints though. Don't know if there's just multiple solutions to some of the puzzles or if the wrong hints were put there intentionally. The very disappointing ending was the only downside in an otherwise awesome game. Well done dev! If you have any plans to continue work on the game, a level editor (maybe even with communiy sharing / voting) would make it perfect.
More promo codes: AYXPA7Y3WTXE 7NHJNJL9AT3X KNNLRMFKTJ4Y WPJAFJJ7WWMP 4JPRKWTFYMXN I would appreciate any comments.
I used AYXPA7Y3WTXE but have to try all the other codes and all of them were redeemed. C'mon, people, you're getting a cool game for free at least you could post a comment thanking the dev and saying which code you redeem.
I'm guessing some levels have multiple solutions, and you just found one that the author didn't consider. For example I managed to solve one level using only 3 pieces out of the 7 provided, which probably wasn't intended either.
Not sure about continuing to work on this game, but I'm taking into account your suggestions when I going to make a new one. Thanks for comment!
@OneManBand Lovely game thanks! The only thing I miss is a 'step button'. As the difficulty ramps up (I've just started level 29--but haven't yet needed to use a hint) I find myself pushing the play and then immediately the pause button in order to 'step' through my solution attempt, see what the modules will do and then make the necessary corrections. A 'step' button would be much less cumbersome. Thanks again!
This is one of the best iOS games I've played. Great job! One request.. can #'s be added to the levels for easier reference? Every time I want to discuss a level with someone I have to count how many I completed, but even then all I can say is how many I completed, no way to reference a specific level without counting out a grid coordinate reference. Thanks!
As others have suggested, it would make more sense to have a module reset button on the main game screen next to the hint button. It feels odd and unnecessary going into the menu to reset the modules.
I added a module reset to game's GUI (right next to the hint button). It's gonna be up in next update