It doesn't play very smoothly in Safari either. Again, in firefox it runs good.
I couldn't get past level 6 though. I build a perfect catapult. Straight into the pit with no bouncing. But did the next level come?
I can understand the appeal to others, but sadly this isn't my kind of game.
- It's fun making a bot.
- I don't like how I have to click the buttons everytime I want to add a new object, like if I'm adding 10 rotating joints, there should be keyboard shortcuts for them, indicated on the key graphics.
- it would be nice to be able to define complex components, like cogs (a circle and lots of rectangle primitives joined on an angle) and be able to save that whole component and have it appear in a dropdown list as a complex component to paste.
- There doesn't seem to be much traction on the ground as everything prefers to slide. Traction is less than expected. So perhaps make traction higher, or have traction be an additional variable for an object's surface. I know this would probably screw up a lot of the pre-made levels.
- For me, if a bot get stuck or doesn't move as I expect (or hope) it to, the game becomes disappointing, to the point of not wanting to play it. I tried a few of the regular levels, and felt this way quite quickly with them all. I think part of the problem there for me is poor predictability on how a bot will function. So however well designed I make a bot, it's largely a matter of luck as to whether it will work or not. And a lot of the time, the solution happens by using the bot in an undesirable way, which shouldn't be, imo.
- I think with any physics based game like this, one has to ask "how much fun can be had sellotaping a dozen lollipop sticks together and sliding them on the table to lift a couple of dried peas into an egg cup??" Now I don't mean that as a criticism of your game at all, but just with any physics based game one should be careful not to make it feel like pre-school mecchano.