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Nov 7, 2007 | 2:26 PM EST
  • Daily 4th Place November 8, 2007

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Author Comments

If you REALLY feel like skipping the tutorial levels (not recommended), type "Flamingo" on the title screen.

The long awaited sequel to my first successful game is finally here. After nearly 2 years of work (or lack thereof, I'm a slacker) my massive game is FINALLY done. 150 challenging levels, a simple concept with a lot of depth, a user friendly level editor with many ways to share your creation, and simply DELICIOUS isometric graphics make this puzzle game one of the most addicting games I've ever made. If the game lags for you, switch the quality to low (right-click menu).

The game auto-saves your progress, so feel free to leave and continue later.

HOTKEYS:

SHIFT- Hide/Unhide Blocks
ENTER- "Next Level" on the win level screen
BACKSPACE- Reset Level
Any Key- Close the Description Menu
SPACE- Open the list of blocks (editor only)

Arrows- Move Knight
A- Dynamite
S- Run
D- Push Block

Programming/Music/Level Design/Concept- Glaiel Gamer
3D Art (In-Game Art)- Orb
Menu/HUD Art - The Swain
Sponsorship- Newgrounds

Thanks to everyone who submitted levels for the fan sets, there's 50 levels total so I can't list everyone here, you all got credited in the game though.

BTW, if you want to play server levels or submit levels to the server, play the game on glaielgames.com. For security and bandwidth reasons, I had to lock anything dealing with the database to files on my server. If you've already beaten the tutorial and don't wish to play through it again, use "the code".

Enjoy!

Reviews


MasterpieceLostMasterpieceLost

Rated 3.5 / 5 stars November 8, 2007

Nice effects, not overly riveting game play.

I thought the graphics and overall effects were quite nice. I can overlook that its a 'chips challenge' remake. But there were a lot of various things you had to remember and not always a clear separation between different types of things. For instance, barriers that are defeated by moving all dark objects, rather than a button sort. I think maybe a help button with a description of all the objects would help.

Also, there was no real incentive to keep playing. Easily ten or more levels in, you are still learning about new things so it feels like the 'tutorial' goes on forever. I think spacing out your 'lessons' so the player has a couple levels in between to get a handle on the last addition would help.

Maybe it was just because I lost interest within the first couple dozen levels, but it doesn't feel like there is much incentive to win other than to solve the puzzle. A firmer underlying motivation might help keep people interested longer.Like clues or keys or such that one collects on each level to solve a greater puzzle.


Glaiel-Gamer responds:

mouse over the base of a block to get it's short description

also, you can use the code to unlock the rest of the game if you don't want to beat the tutorial first


jimmickjimmick

Rated 3 / 5 stars November 8, 2007

Hmmmm....

Too slow paced, don't like the visual style. Not my kind of game


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InfernalMartelInfernalMartel

Rated 4.5 / 5 stars November 8, 2007

Level 7 is Beatable

Just hard. Sorta. So is most of the stuff past that. But entertaining.



FyraelFyrael

Rated 3.5 / 5 stars November 7, 2007

Somewhat original.

The game seemed decent, though I couldn't play as much as I'd liked to have. I don't see how level 7 (Review 1) is beatable, since all powerups and buttons on the level are fully surrounded by non-movable blocks (including the powerglove and dynamite you mentioned).



lavalampalavalampa

Rated 3 / 5 stars November 7, 2007

Eh, pretty good

I got bored pretty fast though, still, you get a 4/5 from me, I liked the game play and the graphics. Good job.


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