It's like the tower defense of the puzzle genre.
However many colored block switching puzzle games can fit into the world by organizing them properly so as to clear lines of them and make room for more. It's really quite simple.
Played the demo and I'm annoyed that you can only remove colored sections that you can select FULLY.
I was trying to amass large groups of colors by getting rid of little ones in between but they almost always can't be selected fully and I didn't understand why it didn't work at first.
I understand the purpose of this requirement but it diminished my fun quotient SEVERELY.
It's also really not worth keeping such a difficult mechanic because games like this where the field is replenished by falling blocks always seem to rely too much on luck to achieve good scores so they'll feel that it's not even worth putting in the effort because in these games it's always better to be lucky than it is good. that is unless you have a very sophisticated randomizer.
what i think would be fun and challenging is replacing the whole lines thing with a mechanic like sega swirl where you just click whatever you want and it automatically clears all similar colored blocks connected to it. if you want to keep it challenging you can make it so the field doesn't regnerate and you to balance maximizing your score and still meeting the needs of the planet or whatever.
"so they'll feel that it's not even worth putting in the effort because in these games it's always better to be lucky than it is good."
by they I meant the hardcore puzzle gamers that are willing to put in serious time to become good with the mechanic. Example of this is puzzle quest. to a lot of casual gamers it's the great puzzle game ever but to hardcore puzzle gamers they see the outrageous chains that happen just because of luck and in turn they dont feel like their time is not worth getting in depth with puzzlequest because no matter how much they practice luck will still be too much of a factor.
so with this line draw mechanic I think you run the risk of the game being too difficult and annoying to casual gamers but not rewarding enough for hardcore puzzle gamers and thus ruining your chances of this game finding an audience.
Also, this would totally rock on the DS, I agree.

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