A Welcomed difference from the wacky Super Stacker genre, which prob has plenty of U-Tube videos w crazy speed runs. A speedrun through this would be a snail, whilst through Stacker a hare. Where you specifically click on a particular shape, be a corner, or the middle, will have an effect on how it turns, etc. BC all shapes (minus a few levels) originate at the bottom, beneath the straight platform, the game forces you to shift these shapes left/ right. Meaning: No easy click top center go straight up stuff.
Having said this, This is Rage Quit Ville for anybody w/o the patience to deal w/o Checkpoints or infinite "Undo"/"Go Back" buttons. Sometimes, waiting out almost half a minute for a super skinny stick to just STOP moving back & forth, one that you're hovering over a surface far down, and one that just hits the Star ... Well worth it. But if you decide to shave off a few seconds, that could topple the whole structure. Back to square one. And if frustrated, that often doesn't lead to going at it again, slower than before.
My main criticism of this game is that I feel it's too long. Too many levels given the fact that no new mechanics/ features are introduced as you go along. Same same. The only difficulty progression comes in the form of more pieces - with the occasional, unique setup which I feel should be ongoing & consistent. For instance, there is one level where Every Piece/Shape is Super Skinny, which forces you to think/ strategize. It's this lack of any discernible Unique/ Puzzle Design in most of the levels that makes for Quantity over Quality. It feels like a bunch of shapes were thrown in a box, and one just blindly grabbed a fistful and threw whatever at the bottom to play with a lot of the time. Thinking & Strategy are prominent only in the beginning, w the heavy physics that is a True Challenge - and w the intro to the shapes that will be used over and over again.
I wish every level had a Theme: Even a Name. And each and every setup was crafted & polished well, keeping players hooked on Qualitative Gameplay, even w/o introducing any new mechanics. This game has the potential to much better, given the challenging physics introduced, which is already set & done. Hope to see future updates or a sequel that introduces levels w designs that keep one focused and thinking differently again and again each level. You could, say, have a level with a LOT of Circle shapes, a level with shapes that are ALL Tetris-Block shapes, hell, you could have blocks that are all numbers: Say, Level 9 is called "9", with 9 blocks that are literally the numbers 1 through 9. Possibilities are endless here. And if I had already developed the Main Grid Size, the primary setup, the Challenging Physics, etc. - well, that just leaves a lot of room to play & create awesome & clever Levels!!! ~ DoctorThrift