What did this game do well?
****************************
Simple. Follow the rules of minimalism.
The game excels at offering a challenging puzzle dynamic by requiring players to select cubes in the correct sequence. Its increasing difficulty with longer orders keeps gameplay engaging and progressively harder.
This game achieved a minimalistic style well while still allowing for skill expression, both through memory and dexterity. The sound feedback is also a nice touch that adds to the game feel.
I like the theme and setting which are pretty aligned with Minimalism. The game has very smooth animation and clean game panel. The mechanism is simple but interesting enough.
The material is all very simple! Simple graphics combined with fun gameplay!
This game has a good concept, especially for a minimalist project. I like the use of memory in the gameplay loop, that was very unique compared to the other ideas and an element that can go overlooked in design. There's a bit of challenge with the dexterity required but mainly it challenges your ability to remember patterns.
The game is pretty clear with the goal and gives text instructions on which order to collect things in. Its a very simple game concept but provides a decent challenge
========================================
What could this game have done better?
****************************
The resolution has some problems which can not properly display the whole game. They don't mention which button to press so I can not picking up colored cubes. Better display. More detailed game description.
There is no instruction for the player to get start with, and introducing power-ups or special cubes might have added an extra layer of excitement and strategy to the gameplay.
The difficulty could have been modified so that the earlier levels have a slower moving claw. In addition, the time between the blocks appearing and the pattern being shown is perhaps too long and makes for an awkward wait in between.
The response is not strong. It will be better if it can make the box smashed when colliding with the claw to make a better visual effect.
Keeping the left/right movement of the claw but changing from a conveyer belt to an elevator of sorts which moves down (and eventually off the screen) might have been better for a few reasons. Namely, it gives you a chance to see all the options immediately, which means there's no situation where you're waiting an excessive amount of time for the next block in the sequence to arrive, and there's no edge case where once you reach a high enough level there's a chance that the last block in the sequence moves off screen the earliest and it's potentially impossible to solve. Having everything move as one so everything is equally easy to hit would make a big difference.
The game UI is a bit confusing and not properly aligned, and the blocks move very slowly into the screen. There is a lot of downtime if the first block you need to touch is last in the order. Also, slight differences in colors (cyan vs blue) may be confusing for players, and make them lose the level even though they thought they selected the right color.