Avoid this one until they fix it. Keep in mind I got it when it was only 1 dollar.
* Puzzles require rotating a map for situational awareness, which makes things a little more complicated rather than challenging. Much of the games difficulty comes from needing to do this, rather than the core mechanic. If you have to rotate make it digital not analog.
* The core mechanic is ushering characters to change directions by swiping them.
* This would be fine, but there is a lack of onscreen feedback for mouse or click or swipe, so your action feels disembodied from the game world and like in "Temple Run" and other less intuitive swipe games, you don't know if your action was recognised or if the game recognised some other action. A simple hovering blue line that stretches out with an arrow would be enough, or lighting up the blocks on the ground in the direction of the gesture would assist readability.
* Have no idea why there is a Zoom in the game, but it feels redundant unless the levels suddenly get huge later and I have to zoom out to plan things. If it is there to show off the characters, zoom in at key points when the final gems or other element is put in place.