This game is actually pretty good, but the difficulty really only picks up after the main game, which is a shame because the bonus levels are really novel and explorely deeply into the late-game mechanics (specifically the rotator). I think the devs definitely did tried but haven't delved really deep into the game mechanics like SSR or Baba does, so while it gives the SSR's feeling of "
tight manuevers and fiddling/reasoning about what state you can get"
it doesn't give the feeling of "
this game is taking its mechanics too far"
. Which isn't a bad thing per se; it's still a great game, just not
monumental.
Though I suspect unlike SSR and Baba which things are ultimately parsable, with PPP it's very easy to lose track of all the possible states and simple get disoriented after you have like 4-6 complex pieces around that you have to fiddle without being able to reduce the amount of them; and it keeps us from going more complex with the game. Any more complex and the levels would've become unfathomable.
My only nitpick is it really needs a 3D grid system or something as well as adjustable camera from the default top-down view, because unlike SSR I actually need to count tiles and height differences to see how the pieces will fit with all those ridiculous pipe entrances and formations. Special mention to
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×Apogee
and
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×Assembly Line