Mooncat - This was was a lot of fun. The control scheme is pretty weird, but it's also works fine once you adjust to it. The platforming challenges were methodical but fun. The only problem is that once you get the first egg you are kind of off the deep end. I got the sense that there were a lot of other paths I could have taken, but that wasn't actually the case. The game is really linear, but I started to find some warps, so "aha" I thought, "this is where the other eggs are!" but no, the warps just have some platforming challenges, but lead back to the main path. Eventually you might figure out that flowers signify a warp nearby and if you explore every warp, two of them will lead to another egg. This kind of sucks since you end up replaying through the game a lot of times to find all the warps, especially since some of the warps warp you past other warps. It ends up feeling pretty bad, like you think you're making progress, but actually not. Anyway, it was fun overall
Paint Chase - This sucks! This game sucks so much. Usually I've been waiting until I cherry a game to write about it, but I'm making an exception here because I don't know if I ever will cherry it. My best attempt is 57 points short, which is massive! There is so much wrong with this game. It controls fine, if a little unresponsive due to the grid, it's not as noticeable as Magic Garden, though. The problem is with everything else. You are entirely dependent on the movements of the AI, for everything. If they bunch together or keep going over the same ground you'll end up doing really well. If they spread out, you're screwed. You don't know which enemy type will spawn until it's spawned and some are way more dangerous than others. The slugs move super fast and replicate, while the truck just mosey along so you'd like to kill the slugs immediately.
Worst is the way powerups work, the designer really didn't think this through because you activate them by changing the state of their color. That sounds fine at first, it's grey, you run over it and make it blue and activate it. But that's all you get until if and when an enemy decides to paint that square again. This is so messed up. It means you might activate a power-up 3 times in quick succession or you might activate it once a match. You might try to game this and let an enemy live that looks like it's moving toward the power up, but they might decide not to paint it and now you get nothing and you've lost ground. The powerups are generally really powerful so it's really tempting to do this.
The game is scored by how many percentage points you get past the goal. You get 90% and the goal is 50% you get 40 points, but if the goal is 70% you only get 20. Because there is so much randomness in the AI movement it feels like the outcome of how much floor is painted is extremely random. I've had games where I feel like I've done the exact same thing go completely differently. Sometimes I'll squeak by with 5 points and other times 25 based on some very minor differences. The absolute worst part is that all that matters is how much floor is painted when the timer runs out, it doesn't matter how many lives you finish with or anything, you need an average of 20.5 points per level or you're screwed. If you only get 1 point in a level you might as well restart... The entire game! What do you mean you have 5 lives left? What does that matter? You passed! No, you don't get to use a life to try again, you won! Just not by enough so the entire game is botched. You basically need perfection in a long, and extremely random game. It sucks.