This game looked like fun, except that we were entirely unable to get to the actual game due to the incredibly bad lobby design. Many buttons were just innert, and we couldn't find a 4th player to fill the slot we didn't have the option to remove. Even if the game was good and all we needed was a little instruction to get into a game, any game with a menu that doesn't get you and your friends into the action quickly and painlessly and instead decides to focus more on the microtransaction sales and advertising is a game worth passing up.
Great game overall, though despite its nature as a procedurally generated random world, all stages before the space stage are pretty boring and lose all replay value after the second or third time doing them. The first 4 stages seem more like "an incredily long and drawn out intro sequence leading up to the real game [space stage]".
Once you get into space, however, the fun kicks off. You can literally build worlds from the ground up by modifying the land, atmosphere, plants, animals, and eventually colonies. The galaxy is so huge that you will never see every planet, or even every star. You can randly screw around and build an empire by youtself, or create aliiances to explore the galaxy together, and when you feel adventurous, head off to the center of the galaxy to confront the Grox.
The one bad thing I have to say about the space stage though is that since so much of the other content is focused on the gameplay in earlier stages (which I must mention has absolutely NO bearing on your space empire), theres a lot of content you will find yourself wishing was there in the later game that would enrish and deepen the space age experience.
The fact that the only player-to-player interaction is seeing other player's creations in your world is also something of a letdown, but it doesn't detract too much from the main game.
Surprisingly fun game that gets increasingly difficult as you progress, though not through any static levelling systems, only in the complexity of the puzzle itself as you go along. In order to get the most points, you end up having to think increasingly far ahead when placing your next tile, and be prepared for a host of random things to happen, like bears.
The "home city" aspect expertly blends a casual puzzle with a persistent town to develop. Earn coins and tiles in individual games and use them in the same way in your home city to get ever bigger buildings.