Upfront: making castles go boom fun. K? The aesthetic of the game is clean and cute, and the physics of the castles crumbling feel realistic and tactile.However. You would hope that this would be a sort of architectural Angry Birds, where each tool you were given was specifically intended for an element of the level. Specifically, I figured I would need to place the TNT perfectly so as to create a chain reaction. When this happens, it’s extremely satisfying. But more often than not, if you see X number of towers, you hurl X cannonballs at them and provided you place them correctly, the towers fall. Oftentimes you don’t even need to use most of the tools you’ve been given. (You might think that this would imply the use of strategy but it usually doesn’t.) Other times there will be, for example, two floating TNT balloons, and you’ll be able to complete the level only using one of them. In general, the level design feels lazy and haphazard. And any challenge comes from a fast-moving hardening creep, which is cheap and doesn’t require strategy. The story element of the story is completely superfluous.Overall, a game with tremendous promise and a great aesthetic that falls short in execution. Bummer.