I like the game and that it teaches you the rules as you play without needing any explicit instructions. I thought some of the comments between levels were annoying. Also the little flag in the corner indicating you're over the correct target could be a little easier to see at a glance.
Just curious, how do you design these levels? Work backwards from the solution?
edit: I'm a little further in, and I'm starting to think the annoying comment thing is on purpose...
The comments kinda ruined it for me (I did enjoy the "I'm starting to feel like putting jokes between levels was a bad idea" one).
They were alright at first but I started developing a sense of urgency, like I just had to complete a few training examples before some kind of main introduction to the "real game" (which I expected to develop into some form of a puzzle game world, with labeled levels and sections, maybe themes, etc). After more and more one liners (that don't add any substance and aren't particularly funny) I became increasingly annoyed and was trying to pass levels just to get past that phase of the game. After a while I realized that that was the whole game, and my expectations had set me off on the wrong foot, so to speak, and I lost the will to continue.
I do like the concept and the puzzles were enjoyable, but I guess my recommendation would be to leave out the comments that make it seem like they are leading up to some prize or event but never actually go anywhere. The complete lack of indication of the level I'm on and where that is in the puzzle world (Am I still in training, or...?) also contributed to me losing interest.
Are you from the US? I'm from the UK and I really liked the comments too. I really find that people from the US are more likely to dislike humour in this kind of game. Especially Californians.
Ever notice how people from the UK tend to generalize in a condescending way that only really serves to highlight their backward, provincial attitudes? Sort of like this?
I really enjoyed this game. I went through every level and what amazed me most was the creativity it took to come up with the different levels of difficulty. It's not the repeated stuff you get in Candy Crush. Finding a solution is one thing but designing the levels is a different skill set altogether. We'll done.
Just curious, how do you design these levels? Work backwards from the solution?
edit: I'm a little further in, and I'm starting to think the annoying comment thing is on purpose...