I have only played a few levels and find it is your typical "little dude" timed / resource management game. The game has very childish colors but, thankfully, dialogue boxes aren't overly bouncy. So far I don't feel like I'm trapped in a nursery mobile. :p.
THERE ARE THREE MODES: timed, multi-click and untimed. To change modes go to the main menu and choose the hammer(?) symbol on the far left.
As others have said, game play is very easy and I had no trouble finishing every level of the SHORT demo in plenty of time. That doesn't necessarily bother me on days where work has gifted a throbbing headache.
The graphics are large and colorful, with many bouncing, moving pieces. In fact, all the huge hints, bright primary colors and shifting graphics made me envision living in the mobile over a baby's crib. Bleh. I am neither infant nor preteen girl. This is not restful or particularly challenging.
The slow, intreruptive storyline was manageable and the game play was cool. However, I didn't get half way through the game on untimed mode before I am unable to continue. At all. Stopped, Permanently. Why? I'm just not able and/or willing to deal with clicky-clicky levels of catch-the-bouncing-black-orbs.
I did not get my money's worth out of this game and am extremely disappointed.
I use this type of game as a cool down after work. The repetitious nature of the series does not bother me but the games seem to be getting more and more juvenile in their graphics. That does bother me. Are all the bouncy arrows, moving buildings and "look here, stupid" hints really necessary? I felt trapped in Barney's Playhouse or Blue's Clues. Barely escaped without a headache. Won't be purchasing. Not everybody purchasing here is a thirteen year old girl.
It's not bad, for a resource / time management game. My tolerance for yet another bouncy graphics game is not there.