Pelo says...
Pros:
~Great puzzles.
~Detailed environments.
~Game gets...interesting after collecting some gems.
~Very open ended.
~No scores or time limits.
~Map and warp points.
~Decent length game.
~Hooks audience when they notice something big.
~Replay value.
Cons:
~Easy to get lost.
~Most time spent running around.
~Gets a little too cluttered when collecting final gems.
Overall: (spoiler alert)
At first it seemed like any other puzzle platformer...just run around, solve puzzles, and collect stuff. When I first noticed one or two tiles being out of place, I thought, "Oh, she must have missed a glitch. Whatever. No big deal." However, when more and more tiles started to "glitch", I realized that it was intentional, and I wondered what would happen if I found more gems. Parts of me wondered if it would all get better.
When I collected the 24th gem, it all seemed like it was falling apart, and I became more anxious to find the other three to see what would happen. With only one left, it seemed as if the whole planet was going to destroy itself as its last gem was taken from it. When found, it was as if the game threw itself into safe mode, only using the essential elements of the game. It made the trip back to the ship very creepy.
What I'd like to know is how did you come up with the idea of glitching the game as the player progressed? Did you code and test the game using the basic shapes and colours, and noticed that it would be interesting to play with both detailed and simple graphics? Or did a real glitch give you inspiration?
(end spoiler)
Regardless of how it was done, the game came out great and was fun to play, even a second time.
tl;dr:
Loved the game. It was awesome.
~Pelo