I think my main problem with the mirror is that looking the other way doesn't look the same as looking at it properly, but I guess it's easy enough to figure out randomly.
(My main complaint actually would be the random events affecting prices to a ridiculous degree, especially if they go down it's quite hard for the price to go back up. Maybe it should go back up by abosolute numbers?)
I like the story of the items in the game! The music was a pleasant surprise too. It's a shame the mechanics aren't quite as good, because it's a decent experience otherwise.
Terribly punishing and brutal game. Completely not for me, but I suppose some people are either really good or masochistic. I spent >60m dying repeatedly until the memory leaked to 2.3GB...
I like the concept. The problem with this compared to tetris is that the blocks don't seem to form any discernible pattern that fits together. The I and H blocks in particular are really annoying. Maybe I'm missing the trick or something :/
Same as Dissention, I played this a long time ago but I wish there was a way to export your progress as a code or something. (although I'm sure the dev has better things to do!)
Hmm, I think I got a little grumpy in my last comment. When I got the 6x6 board my opinions changed on a lot of things, because everything flowed so much easier. The music ended up nicer, and I had time to appreciate the AI comments instead of wondering why it was all so broken.
What happened? First, it at last became obvious why some of the squares were red -- they were the ones being Charged! Second, I could use more wires to add power instead of the compact Increasers. Third, because of the power the Lab was operating every tick, so the batch sizes got smaller, and so the multiplier worked much better.
The concept is great and very entertaining. However, I second those talking about counterintuitive things. Having incrementing cost on microboards is a little scary. I think a fixed cost but no refunds on the old board (discarded without selling) would feel nicer. I also think the multiplier takes a prohibitively large amount of energy to use without the tile charge upgrades. I realise it's powerful, but I think 35 (%) would be more practical.
With the UI, I am a little confused why I can drag the components around but not out of the tray. Second, accumulators blocking and wasting other resources while partially full is quite irritating. It can be unwittingly disruptive, and it would be nice if they changed colours based on the resource they have stored to indicate what's happening, or if they just switched to the instead of blocking it. I can live with whatever's inside being discarded, but not my whole production!
(*EDIT* Fixed!) Ooops! Stupid bug! I'll fix this immediately!!