Hey diegzumillo, it was nice to hear from you. Thanks for your valuable feedback. (Loved Apple and Worm - Very innovative mechanics).
What I'm not a huge fan of is time limits. Keep in mind that games with timer appeal to some people but others, like me, become anxious. My point is, I'm not saying timer is inherently bad, (probably nothing is) many games do it, but it is a strong element that will define who wants to play the game.
I agree with you as I feel the same way about timers. But we wanted to add replayability in the levels by adding level specific challenges to complete, which we felt could be accomplished if the gamer had limited time in game. What do you think about this approach?
The UI looks a little amateurish but it's totally serviceable.
Yes, we were still using UI from Alpha.
We are working on this currently.
One last thing; does it say anywhere in the game that dropping images reduces your size?
We felt this problem arise alot while playtesting with some casual gamers - they were not able to figure it out. Right now, we have placed this information as a "hint" on the loading screen, which I'm not very happy with.
We cannot decide on the placement of this key piece of information as a tutorial or leave it as a hint, because personally I'm not very fond of long tutorials. Any suggestions?
I almost gave up on the game there.
We did not notice some players drop out after a few levels.
Any suggestions for improving the player engagement in game?