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Great game

Simple but addictive.

Response from developer

Thanks for the good review :)

Needs to be improved

Refreshing take on a strategy game, but still needs work. Interactions with the bots are not intuitive and complicated - most of the time they were misinterpreting what I wanted or where to move the crates. Like this the learning curve is too steep to keep it interesting.

Response from developer

Thanks for the feedback.

Boring.

The game truly is just boring. There is no strategy, just move blocks from here to there and hope you guess which one is going to be needed first. Guess wrong? You lose. Guess right? You win that round, get ready for the next 5 rounds of hoping you guess correctly.

Response from developer

Thanks for the feedback.

Great game.

Very addictive and quirky little game. Love it. Although, campaign levels could be harder.

Fantastic game

Another great unique title from Ivan. Well worth the buy. Cheers

Response from developer

Thank you for your support :)

Great game, worth much more than its price

This developer consistently makes simple, challenging, and replayable games. There are no ads or micro transactions that impede play, just a thoughtfully designed game that makes me want to keep playing.

Overall fun, but could use improvements

I liked the antiyoy game so I wanted to check this one out, too. Overall the concept is fun and I enjoy playing. I think the most important improvement is related to the pathfinding logic + UX improvements. To the developer, I recommend checking out Prison Architect (especially the mobile version) or Blockheads to get some comparison on player feel - the touch mechanics are quite similar, so I think it’d be beneficial. I find that a useful measure of how to make these specific changes are whether or not it’s the “player’s fault” when an issue goes wrong, or if it’s the “game’s fault”. Obviously these things can be subjective but here is what I’m driving at: Very often I find the bots cannot predict how actions I’ve assigned them will affect their future position, and as a result, they’ll be “trapped” in a corner by their own tail of minerals and can’t get out. I find I have to do some complex trickery to coerce the bots into not bumping into an object merely two squares away or picking up minerals in such a way that doesn’t completely trap them in the corner. On the one hand, (especially as a manager irl) managing the intellectual inferiority of your units may be a worthwhile challenge that can in some sense be part of the game’s appeal, but I find the frustration to be more related to the inconsistency. Like, sometimes they don’t trap themselves and sometimes they do, and there isn’t an obvious way to work around it. For that reason it comes across as a bug and not an intentional challenge. It’s most annoying when the bots run into each other and can’t foresee objects on their own path until they immediately bump into it. For the most part, it’s not an issue when I’ve clearly ordered the tasks in a way that is clearly wrong; for example sometimes I ask it to pick up three of an object but I queued the one far away instead of the first one the bot could reach: fair enough, that’s probably something I should avoid. If the bots are going to be dumb and require micromanaging, then imo it should be consistent how dumb they are. If they’re going to be smart they have to be really smart - it’s the inconsistency that causes the greatest frustration. The other bit is I can “cancel” a drop off action but not a walking action, so sometimes I’ll find my bots dropping off three blocks and then walking in all the places I cancelled, and getting stuck as a result - so I have to cancel all of my queued actions just to rescue them. That’s annoying. It should be possible to cancel walk actions as well, simply by tapping again. Those little UX and pathfinding issues are enough to make me want to quit and restart the level which is very aggravating. I wouldn’t call it game breaking but it definitely removes from the fun, which is unfortunate because I do find myself wanting to try and get better at it. So overall I think there’s a great game and concept, but it just needs a little polish. Great work as always 😊
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Response from developer

Thanks for the such a big review :D I've tried playing prison architect but found it to be a little too complicated for me (I like tycoons but I don't like to think too much when I'm playing the game). I may try mobile version though. You're right about controls and units AI, it's the biggest source of annoyance for players. I, personally, know perfectly how they would react to my commands, so for me it's hard to see it from the average player perspective. Thanks for describing some bad situations in details, I'll investigate these problems when I will be working on next update.

Almost perfect

I’ve played a ton of your games and enjoy this one a lot, my only knock is when I give one bot an order and the mis tap the next bot and accidentally give the first bot a ton of useless instructions.

Two things could be done I think:
Have the option to replace the eraser in the bottom left with a simple undo so I can remove only one command from the stack.

The other would be to diselect a bot after you designate where to place all the blocks it has and will have by the time it runs the accidental command, IE pick up three boxes and place three blocks the auto deselect that bot.

I can’t wait to see what you make next!
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Response from developer

Thanks for the feedback. You can also enable 'next unit button' and disable 'direct switch' in game options. After that you'll be able to easily switch selection with a designated button without risk of missclick :)

Another great Ivan game

Be nice to lose the frustrating hard time limit for Bronze/Silver/Gold time awards

Response from developer

Thanks for the good review :)