Well
The new types of blocks are a birlliant addition, the different weights of totem are fun to play around with, and the multi-totem levels make me hate you in a good way. The problem is... In the first Totem Destroyer, you didn't need to destroy all the blocks on the screen that weren't indestructable. This created a feeling that winning the game was more based on luck and skill with using the physics engine, as you could have the totem land on basically ANY block so long as it didn't slip off. Then, in this game, you go the complete opposite direction, replacing fast-and-loose physic-based gameplay with THERE IS ONE SOLUTION ONLY ONE SOLUTION YOU WILL USE THE WALKTHROUGH BLAAAAAARGH. When you beat a level, it doesn't feel like an achievement, it feels like you're the the mentally retarded member of the family who heard a joke at the dinner table and has only just gotten it. It's discouraging. The combo blocks are insultingly frustrating. Often, one of the two will fly off the screen, leaving you to just sit there with the other, and because you've decided that only black blocks may remain if you're going to beat the level, this means that you can ease the totem down nice and gentle onto a perfect resting place and still have to MANUALLY restart the level because of a single damn combo block. Well i'm done ranting. The graphics and music choices on the other hand are great and there are so many levels that it takes a long time to actually finish.