Showing posts with label puzzle. Show all posts
Showing posts with label puzzle. Show all posts

Monday, October 22, 2012

Side by Side, Deep Sleep, Mastermind: World Conqueror

This entry has been sitting in backlog for, like, two weeks! Go figure. Perhaps I was subconsciously saving one of the best horror-themed browser games for Halloween, yet laziness won out.

Side by Side

Mammoths need love too, and these two lovely beasts are trying SO HARD to reach one another's world. I'm not sure what THAT'S all about, but it's up to you to unite them through a series of puzzles. The controls are a bit tricky at first, and the map screen looks a liiiiiittle cluttered, but overall I think it's worth playing.

Deep Sleep

You're asleep. You've got to wake up. WAKE UP. Deep Sleep is a genuinely creepy game, with crazy sounds, a bizarre atmosphere that would make most survival horror games proud, and an... interesting... story. A point-and-click adventure that'll probably freak you out, even if it's just a little bit. Play it at night, with the sound cranked, for maximum potency. (Damn, shoulda saved this for Halloween.)

Mastermind: World Conqueror

You are MASTERMIND. You must rule the WORLD. Resource management and static tower defense, that's World Conqueror. This is a deep, robust game that's likely to last a hell of a lot longer than your average browser experience, and more than fun enough to warrant the time spent. Huzzah for sacrificing patsies and robbing gas stations!

All done! Next on Browser Rousers: who knows, I have no more backlogged posts.

Friday, October 19, 2012

AirScape, Attacher, Spacemen vs Monster



Oh noes! The Earth has been flipped upside down and inside out and all sortsa crazy nonsense by robots! Only one creature can set things right, and that's the lowly dwarf octopus. Strap on a breathing helmet and wriggle through dozens of levels full of fiendish traps, defying gravity at every corner. AirScape is quite fun, though it's not recommended for anyone who gets queasy. I didn't get too far into the second world before I had to stop, my head swirling as much as the game itself.


You are what appears to be a sentient box. What is your purpose in life? Where are you going? What will you be when you get there? Attacher asks a lot of kiiiiinda pretentious questions to its player, though more often than not they simultaneously serve a practical purpose in solving the game's many puzzles - and they're coupled with a really neat physics engine that allows you to cling to other boxes and move around. Very unique, very odd, very... well, play it and you'll see.

Spacemen vs Monster

Your fellow spacemen have been captured by monsters! Kill the monsters! Rescue the spacemen! Sounds like something out of a kid's book, and it would be if you weren't popping off aliens with a gun. Spacemen vs Monsters plays a bit like Worms and Scorched Earth in that you need to carefully aim your shots from a (usually) stationary position to hit your targets with a limited array of weapons. A fun puzzler, if a bit cryptic - some of the weapons could use names, as you occasionally forget what they do until you use it.

Weekend! Have fun rousing your browser, or whatever!

Wednesday, October 10, 2012

Hunt of HORROR, REW 2, FrankenSplit

Today's Browser Rousers features a smattering of moe Halloweeny games. We're getting close to that magical day, ladies 'n gents.

Hunt of Horror

A Where's Waldo? of the cinematic horror scene. Pretty basic, but the mural's fun to look at and there are a TON of references. I pride myself on having seen a lot of horror movies, and I didn't catch a lot of the references. Go fig.


Sequel to another great game that I've reviewed, REW 2 is a Memento-esque foray into the world of storytelling in that it goes through the plot backwards. Figure out what's happening while journeying through a point-and-click landscape. It's a really neat concept, as you're often left wondering how the landscape got to be the way it is. I didn't find REW 2's story to be quite as neat as REW's, but it's still a good game.


Frankenstein's monster always wanted a friend, and now he's got one - more or less a clone - in this unusual platform-puzzler. Controlling two monsters, you must guide your compatriots to exits with only mouse clicks to make them jump. No other control is needed. A challenging game, as you need to keep track of two restless wanderers at the same time. You'll really appreciate being able to guide your own characters after playing FrankenSplit.

That's all for now. Friday ho!

Wednesday, October 3, 2012

Lost Villa, Hop Bop, Snake Squad

Today's Browser Rousers is proof that I seldom adhere to themes. These games couldn't be more different from each other if they tried. BEHOLD!

Lost Villa

I usually prefer my exploratory puzzle games to feature original backgrounds over semi-jaggy photographs, but Lost Villa is a decent enough game that I'll overlook that this time. The puzzles are fun and inventive without being too difficult, and it doesn't take a disgustingly long time to play. The music is also catchy, though mine cut out without explanation after a while. Too bad.

Hop Bop

Hop. Jump. Shoot. Collect coins. Kill enemies. Run to the goal. This could describe a billion games already on the market, and, admittedly, Hop Bop isn't that much better than a lot of them. Nevertheless, there's a lot to enjoy in this quick, retro shooter, and I had no trouble playing through it twice. (Especially since you get a significant speed boost the second time 'round.)

Snake Squad

Remember Frantic Frigates? Yeah. Snake Squad is juuuuust like it. That may explain why I've lingered over it for the last forty-five minutes, despite totally getting the gist of the game from the get-go. You are captain of a squad of burly army dudes. Kill everything in sight. In SIGHT, you hear me?! Your guys do all the shooting for you in this bullet hell game; you just have to steer them out of harm's way. Die, then upgrade into something more potent. It's a fun formula, if repetitive.

(I can't get my train of guys above six. Sigh.)

All done! Friday!

Monday, October 1, 2012

Desutori, Wicked Rider, Oppa Gangnam Run

Have I given up on writing proper introductions and extroductions? Entirely possible! (I don't even care if extroduction isn't really a word. It showed up in the Urban Dictionary. Legit enough for me.)


A young woman whose village has burned down. A capricious goddess, willing to grant said woman the lives of her friends... at the cost of her own. A trek through horrifying traps to gather crystals. One thousand lives. A whole lotta frustration. Yay Desutori! You need patience to get through this game. Lacking that... don't bother playing.

Wicked Rider

Wicked Rider is a testament to the crazy things good programmers can do with Flash. Just look at those visuals. Then picture 'em in motion... or play the game. Easily as good as an SNES game. The game play gets a little bland after a while, I'll admit, but it's a great play up 'til you get tired of coming in fourth. (Seriously. A bit too hard on the early tracks. You shouldn't HAVE to use nitro to win a race.)

Oppa Gangnam Run

I felt obliged to include this game because it's utter nonsense. PSY running across rooftops - nay, DANCING across rooftops - while chased by Slendy. What in the hell. Really just another Canabalt clone, but it's so silly that I advise giving it at least one play.

Friday, September 28, 2012

Second Wind, Demon Decimator, Jacksmith

Second Wind

Fans of roguelike dungeon exploratory forays will love this sucker. Second Wind is a strange, silly, strategically-difficult game of combat, levelling, and constant descent towards a horrifying destiny. Graphically simple, perhaps, but there's so much stuff jammed into this game that you're likely to play for hours and not find the bottom. Be wary of your HP at all times, as Second Wind is utterly unforgiving.

Demons. What're they good for? Nuthin'. Nuthin' at all, save one thing: utter decimation. Death wants them all DEAD, and that's what you're gonna do. Demon Decimator should instantly remind Pokemon fans of the old days in the ice caverns of the second generation, as that's essentially what this is - a puzzle game based on sliding. Move the demons into lava pits that'll fry their little butts. The graphics are a little bland, but the puzzles are spot-on fun.

In an appropriate end to what seems to be a rather medieval-themed day, we have Jacksmith, a game whose like I have ne'er played. You are Jacksmith, a donkey with expert smithing skills, and you're out to save a princess from her evil wizard captor. You aren't so good with the fighting, though, so your role is to make weapons for OTHER people to use. The assembly process for each weapon is unique, and there's a lot of ground to cover and bits to collect for your weapons. Really neat concept with a cool setting. The art in Jacksmith is great.

That's all! Happy weekends to you lot!

Monday, September 24, 2012

Tallboy, Cop Crusade, Gravity Duck 2

I'm not feeling intros today, so let's jump right into the action.


You're tall. You're hungry. Your mouth can move along the length of your body. You're Tallboy, and you're a complete freak of nature. Objective: eat as much food as you can while ducking under and jumping over obstacles. This is a weirdass game, lemme tell ya, and that should be reason enough to play.

Cop Crusade

Bad, bad, super-bad men are on the loose and on the highway. You gots to take 'em down in your cop car that admittedly doesn't much look like a cop car. Cop Crusade is an upgradeable birds-eye-view car chase game; go a certain distance and you'll earn money to upgrade your ride. Occasionally blow up other cars with the GIANT CANNON that's apparently hidden in your front bumper. Basic, but it reminds me a little of Spy Hunter, and that ain't never a bad thing none.

Gravity Duck 2

I lack context since I haven't played the first Gravity Duck (yet), but what I understand is this: a Moai statue-type thing has been nabbed and brought to 'the city', and its minion, Gravity Duck, is tasked with bringing it 'delicious golden eggs'.

Sure. Whatever works.

 Gravity Duck is a fun gravity-flippin' game once the plot's out of the way. You have to navigate various perils and change the duck's gravity to reach a golden egg. Do so in 40 levels and you win! It's a decent puzzle game, if a little easy, and should eat up about an hour of your time. Depends how good you are at platforming and puzzling combined.

Finito. Until Wednesday!

Wednesday, September 19, 2012

Sunshine, Knightmare Tower, Purple Planet

What's we got today? Aside from a dip into the medieval, mostly outer space fare. First up iiiiiiiis


You are a photon in a universe full of black holes. Make those bastards pay by becoming SUNHIIIIIIINE

Bizarre concept, put into motion in a fantastic way. You orbit around small planetoids and collect motes of sunlight while avoiding black holes. Simple-as-hell premise, more difficult than it initially looks. My only complaint is the music, which, while well-composed and fancy, is poor quality.

Knightmare Tower

Save the princesses! They've been captured! They're in a big, incredibly-impractical tower! Fling your manly knight self to the uppermost limits of the tower, slicing shit on the way! Knightmare Tower is great, upgradeable fun, but you CAN'T PLAY IT ON AN OLDER MACHINE. Or laptops that aren't so great with graphics. Seriously, don't, it'll lag every five seconds. (Hence my crappy position in the screenshot. I'm better on my PC, I swears.)

Purple Planet

Invade an alien's house and mess with his stuff. Sounds like a good plan for an astronaut. Purple Planet's a fun point-and-click adventure that's got a surprising number of challenging, intuitive puzzles and neat visuals. I'd like to see this team do a full-scale puzzle game, reminiscent of the old Castle of Dr. Brain or Myst titles.

I know I promised an extra title today, but I've hit on a revelation: I'm gonna run out of (good) browser games to play if I keep at a four-a-day pace. I think three is a better number. Gives me more time to play each one and sort the good from the bad. Agreed? Agreed. See ya Friday!

Friday, September 14, 2012

EsPoir, HUEBRIX, I'd Change The World For You, Kitty Punch

Right! Two in a row, off to a good start... we begin today with a little horror game that reminds me very much of a slew of Capcom titles, mainly because it nicks much of its audio from said games. Yay EsPoir!


Survival horror ain't nothing new to gaming, but I'm not sure that I've ever played one in a retro style before. In comes EsPoir, a side-scrolling escape game where your one goal is to flee from a horrifying abomination. Because it's a survival horror game, EsPoir's background is shrouded in darkness, and you're forced to remember the pitfalls every time you die. Short, difficult, fairly fun - though I'm not sure the Mega Man sound effects fit, y'know?


Puzzler! Easy enough concept. Stretch your coloured bricks across allllllll the white spaces. Each colour can only accomodate so many squares, though, and little special features throughout each stage will complicate your path. Starts out pretty easy, gets damned challenging by the end - I'm stumped at level 24.

I'd Change The World For You

Would you change it for me? Hope so - being stuck in that tiny container would drive me to suicide. Fairly simple platformer: move around a contained maze thing and manipulate the world's shape by pressing switches until you can free your loved one. If you get stuck, hit R to go back in time and change the way you did things. Won't take long to beat, but it's still fun. You may have to play on the designer's website rather than Newgrounds to prevent rampant lag.

Kitty Punch

Just... just play it... I'd have no idea where to begin on describing this fantastic monstrosity...

All done! See ya on Monday, folks.

Monday, June 11, 2012

King's Game

Though it wasn't the first game of its kind, Angry Birds was probably the spark that set the tumbling-buildings-game-world afire. Since it appeared on the indie scene a number of similar clones followed in Angry Birds' wake, one of the latest being medieval-themed King's Game.

Lamely-named? Perhaps. Lame as a result, though? Nope.


King's Game is a tale of war. You, the red king, have decided to wage a series of offensive campaigns (or possibly defensive? BOTH SIDES HAVE BUILDINGS) against enemy forces. Sometimes you're doing this to rescue your overly-copious stock of captured fair maidens, but most of the time you just don't like the other side. Let the slaughter begin!

Story? Meh. Barely exists. Game play? Angry Birds clone, but a mutant of the familiar format. King's Game has the same objective as usual: knock down enemy structures with a minimum of projectiles, taking out their troops in the process. The rub HERE is, if you don't knock the enemy down in the first turn, the vile king on the opposite side of the field gets to fire back.

Even worse, he gets the same craaaaaazy ammunition as you. Gasp.


Point, click, drag, release. All you need is a mouse. King's Game is a little more difficult to aim than some other games, as it only shows you the trajectory and power of your last shot, but you'll get used to the mechanic - and the heavier gravity - in a flash.


Simple, goofy-lookin' characters abound in King's Game. Clean, neat… perhaps a little too buxom in the case of the women (bras don't exist in this world?)… overall unremarkable. The game zooms in and out as you aim your projectiles, and the graphics get a liiiiiiittle jaggy at the normal viewing range. Unfortunate.


Standard medieval combat themes for background tunes. Nothing magnificent or original. The game's true audio brilliance lies in the little characters themselves, boasting adorably mischievous little squeaks and squawks in victory and defeat alike.

Challenge Rating

Despite returning enemy fire, King's Game isn’t tough to beat. In order to maximize your score you need to earn crowns, and earning a crown usually requires beating an enemy with a handful shots. With some fidgeting and a bit of luck, this is an easy objective on most levels - especially when you earn an upgrade that gives you an extra shot before the enemy fires back. As of this writing there appears to be an extra set of stages under development, so perhaps the challenge will be expanded. As it stands now, though, the enemy often won't get a shot off before you beat the level. Kinda puts a damper on the extra mechanic.

One thing about the level layout struck me as rather odd, however. The levels are grouped into three categories: basic, rescue, and rush. The first has you crumbling towers, the second requires you to kill all the enemies without killing fair maidens, and the third dispenses with the fair maidens and returns to the original format - though you more or less MUST kill the enemy in one hit to earn a crown. No leeway.

Why's this troublesome? Er… the rush levels are a hell of a lot easier than the rescue levels. I'm not entirely sure what happened there, but, some shuffling might be in order.


King's Game is fun. It's not perfect, but it also doesn't have any debilitating flaws. It should eat up an hour or two of your time, and is enjoyable enough to replay.


Wednesday, June 6, 2012

Escape from Puppy Death Factory

What can I say. That's... that's one hell of a name.


Escape From Puppy Death Factory is set in the far-flung future. The remaining puppies of the Earth have been enslaved, and it's up to you, the cannon-slinging corgi K9, to set things right. Relieve the puppies from the burden of captivity!

Yeah, so, it's a retarded plot. It's SUPPOSED to be retarded. Adult Swim games seldom take themselves seriously. Dog fans will get a kick out of the copious numbers of puppies strewn about a hostile landscape...

... and more serious players should enjoy the challenge Escape from Puppy Death Factory presents. Honestly, this is a HARD game (without a walkthrough), and is much more challenging than it appears on the surface. And despite the fact that it looks like a space-shooter similar to the Metroid series (awwww, the puppy looks like Samus), it's the puzzles that will keep your mind thoroughly boggled.


Though it's a puzzler, Escape from Puppy Death Factory is also a platformer, so you need to watch your step. There are lots of enemies and lasers and acid pits and so forth that will send your puppy whizzing back to the last checkpoint. Fortunately, the controls are responsive enough that this won't be a problem.

Your primary puzzle-solving tool is a gun, as you might have guessed. UNLIKE the Metroid series that this game parodies, however, your corgi's gun doesn't kill enemies or blow up blocks. Instead, it swaps K9's position with the object at which it's aimed. This makes for some ingenious methods to get through puzzles, as well as some insidious puzzles in the first place. Again, the controls on the gun are fine...

... with a bit of practice. Expect a lot of trial-and-error.


I really enjoy the visuals in this game. They're crafted into a more cutesy version of Super Metroid. There are also a variety of different environments that aid the exploratory elements of the game, another perfect homage to the exploits of Samus. Overall, two thumbs up.


The music is good. Repetitive, after a while, but there's enough variety that I can forgive and forget. I more enjoyed the synthetic voice that dully sounded whenever I found a puppy.

Challenge Rating

Woof. This game is hard. Even mastering the mechanics isn't necessarily enough to turn Escape from Puppy Death Factory into a breeze. The puzzles are really well done, and though they're often easy with some PRACTICE, getting that far typically requires a lot of head-scratching. Your timing also has to be good, so expect the occasional descent into peril during risky jumps.

Fortunately, you don't have to beat ALL of this game to 'beat' it. Technically you can get an ending just by rescuing a single puppy and returning to your ship. You won't get a greeeeeat ending for doing so, though... and why would you leave any puppies behind? Really, now.


Good game! No overt or game-killing flaws. Escape from Puppy Death Factory might be a little too hard for casual gamers to appreciate, but those with a nose for puzzles will love the death out of this one. Highly recommended.


Monday, May 28, 2012

Zombie Tormentor

Zombies. They will, in most any case, make a game better, simply through their inclusion. Hell, any PRODUCT, period, is enhanced by zombies.

That used to be true. Now...? No... no, there's zombie oversaturation now, and (for me at least) a zombie needs a purpose. No purpose, no zombie. Hence, Zombie Tormentor is off to a bad start.


You, presumably, are a jerk with a) a love of traps, and b) way too many zombies on your hands. You put 'em together, and voila! Instant amusement through, you guessed it, zombie torture. Suspend zombies from chains, cut the chains to drive them into spiked balls, and ultimately guide the zombies into a massive buzz saw at the bottom of the screen.

So, in short, this game is a Cut the Rope clone. Which is fine; every browser game is, to an extent, a clone of something else. But Zombie Tormentor comes too close to the original, and the whole zombie tormenting concept doesn't make a lot of sense. Are zombies tormented by bodily pain? Probably not. Why can't these zombies get up and walk away if they fall to the ground unharmed? Shrug. Why couldn't the zombie receive some, ANY, kind of substitute? Is there a reason zombies MUST be used?

Not really. I'm probably over-analyzing this for no reason, but here's my point: the zombie is just a ragdoll. It could've been anything. Hence, a little boring. If you're gonna use a zombie, give it more zombie-ish traits.

Whew. I'll stop ranting about that now.

EDIT - I totally just got that it's Justin Bieber. I thought that zombie looked familiar. Gotta admit, knowing that doesn't bring any more to the table. Why does Bieber have to be a zombie, exactly?


Zombie Tormentor, being a Cut the Rope clone, relies exclusively on the mouse. Click and drag to cut through chains, or just click to activate one of a series of tools or traps, depending on the level.

My beef in this ain't with the mouse. It's the physics. The zombie is a twitchy little bugger, unwilling and unable to stay still. If plain bad luck determines that he twists the wrong way as he's falling, you'll probably have to start the level over again. His ever-flailing nature also makes it difficult to click the zombie: expect to accidentally sever chains whenever you want to, say, return the zombie's gravity to normal. (Yes, that does happen.)


Ragdoll bleh. The optical wonder that is the buzz saw aside (I'm always drawn to spinning objects - they're like a personal lava lamp), Zombie Tormentor doesn't look so great. Everything's rehashed and basic. Could we at least get a few different flavours of zombie between levels?


Very few sound effects and only one song. The horn and woodwind players have come to town, and they ain't leavin'. I can appreciate the Benny Hill-esque nature of the tune, but I really don't wanna listen to it for an entire game.

Challenge Rating

Zombie Tormentor has some excellent puzzles, but not many. For every one truly innovative stumper there are two or three levels that seem kinda meh by comparison. The more worthy challenges are, predictably, closer to the end. The zombie's twitchy-factor always plays a role in level completion, more so than I'd like to ever experience again. STOP MOVING, YOU LITTLE BASTARD.

(On the plus side, however, the zombie CAN be counted on to twitch his way across the screen to the buzz saw, assuming you missed a drop... and also assuming that he's facing the right direction.)


Very, very average, with a slight lean towards bad. There's a base for a good game here, but Zombie Tormentor needs a lot of work.


Wednesday, May 23, 2012

Tiny Dream

I love dreams. That may be a byproduct of my love of sleep, true, but dreams fascinate me. They're so wonderfully random, yet pointed towards purpose, that I'll take as many dreams as I can get in a lifetime.

Perhaps not if they're like Tiny Dream, however. I really don't wanna face an upside-down reality where I am a blob.


Yep. You are a blob. You're dropped onto a seemingly alien planet (I'm pretty sure it's supposed to be a dreamscape, but it comes off as other worldly instead) and left to fend for yourself. You can chat with NPCs, hop along platforms, collect items, unlock locks, that sorta thing.

The KICKER is the landscape itself. As you move through Tiny Dream's handful of areas, the screen rotates like so:

The controls don't rotate correspondingly, however, and you're left to puzzle out regular movement in bizarre situations. Not totally original, but nifty.

And that... is... Tiny Dream. In a nutshell. Collect items, solve a puzzle (yeah, it's really just one) and... win? I won't spoil the ending, as it IS kinda neat, but the game's a little threadbare. It was created as part of limited-time Ludum Dare 23 project, so expansiveness shouldn't be expected.


Tiny Dream is nice and smooth, for a platformer. The controls manage to translate very nicely when you get into different viewpoints of the land. Aside from my own brain flip-flopping about, I had little to no trouble guiding my blob.


Tiny Dream is fairly minimalist. There's not a hell of a lot going on here. I didn't mind the graphics at all - the red and blue lights were surprisingly effective, though maybe I'm just a simpleton for coloured lights - but I'm sure more could be done to spruce up the game.


Tiny Dream's a silent experience, save for one big sound effect at the end (no spoilers) and a dreamy, wistful, melancholy tune that plays throughout. Normally it would get old, but Tiny Dream doesn't last long enough for that to happen.

Challenge Rating

Tiny Dream requires only a modicum of brain power to solve. The primary puzzle is a liiiiittle bit of a poser, but any player should be able to figure it out within a few minutes. Beyond that, the only challenge lies in wrestling with the controls.


Tiny Dream is what you'd expect of a game made in a short period of time. It's inventive and has some neat ideas, but it also doesn't stand out a hell of a lot. Don't expect to get a lot of replay outta this sucker.


Friday, May 18, 2012

Oh, My Candy!

When I was young, I regularly brought hamsters home from school. My Grade 6 homeroom class sported a bunch of the little buggers, and they had to go with SOMEONE for weekends and holidays.

Not once, while taking care of them, did any hamster request a candy. Nor did their emotionless little eyes ever show untoward desire for sweets I may have eaten in their presence. Thus it must be that the main star of Oh, My Candy!, a voracious (and possibly diabetic) hamster, is a freak amongst his kind.He's certainly something of an outcast in the puzzling genre.


Oh, My Candy! is a feeding-frenzy of teensy proportions. The hamster wants candy, he NEEDs candy, and you've gotta get it to him by guiding giant-sized sweeties into his gullet. You do this with three tools:

- A tiny, guidable paw item, which allows you to push objects
- The aforementioned objects, which can be knocked about or otherwise used to create paths for the candies
- Your brainpower

Simple enough. Get the candies to the hamster without losing any to the game's copious bottomless pits. Sounds simple, generally is.


The majority of Oh, My Candy! relies on mouse-manipulation. Once you've touched the tiny paw item present in every stage, you can move it about with the mouse to manipulate the environment. This kinda works, though the paw tends to get caught on blockades. It also flies wildly out of control if you dare to go even slightly beyond the edge of the Flash window.

Don't go beyond the edge of the Flash window.


The visuals are probably Oh, My Candy!'s strongest suit. It's a very pretty game, sporting the same level of polish as any paid-for mobile adventure. The hamster could use more personality beyond gleefully happy and heartbroken, but it's a short enough experience that this won't matter much. Overall, highly satisfying.


For such a short game, Oh, My Candy! has a surprising number of tracks, which tend to alternate from level to level. None of 'em are compelling or memorable, but not being stuck with the same tune for every stage is good.

Challenge Rating

Here's where Oh, My Candy! starts to fall apart. Puzzle games, even the beginner ones, should be challenging. Oh, My Candy!... is not.

Like, at all.

There are a few levels that could be considered road bumps, a few brain-teasers that require a bit more effort than the norm. On average, though, Oh, My Candy! is WAY too easy. The last level of the game is almost a joke, considering it's much easier than, say, the five or six levels that preceded it.

That's not the big problem here, though. No, the BIG problem is the cheating factor. It's usually simple to bypass a level's intended solution by simply balancing the candies on top of your paw tool. Get one nice and even, then slowly float it to the hamster for consumption. No need for all the little mind-benders in the way. Why bother with roadblocks for stopping the paw tool when they're not effective?


At twenty-five levels long... which I completed in just over ten minutes, yeesh... Oh, My Candy! is not that satisfying a game. Only absolute beginners in the puzzling realm will find it challenging. It's worth playing, but it'll probably be forgotten in a hurry.