A puzzle game with time travel mechanics, close to Braid, Adventures of Winterbottom and several other indie games.
Pros:
- stylish minimalistic design
- excellent atmospheric music and sound effects
- interesting counter-intuitive puzzles
So-so:
- the authors chose to do no explanations in words. Instead, they want you understand the rules by guessing or experimenting. SomeA puzzle game with time travel mechanics, close to Braid, Adventures of Winterbottom and several other indie games.
Pros:
- stylish minimalistic design
- excellent atmospheric music and sound effects
- interesting counter-intuitive puzzles
So-so:
- the authors chose to do no explanations in words. Instead, they want you understand the rules by guessing or experimenting. Some players will like this, and it feels artsy. Unfortunately, this only works as long as you guess right. But chances are, at some point you hit a roadblock: a level where you don't know how something works, and what button does what, and the game doesn't care to explain. E.g. in the last level in stage 1 you need to press Space key to create a copy of yourself, but this is never explained, and the list of available keys only appears in stage 2. I think I had to try every key on the keyboard until I finally hit that Space key.
Cons:
- the game was obviously done for consoles first, so the mouse isn't even supported. Besides, the direction of the cube's movement is rotated 45 degrees in relation to the WASD buttons. This gets confusing and often leads to pressing a wrong key accidentally. This could also be solved in many ways (e.g. make the camera look at the field from a side, not from a corner; or let the player rotate the camera; or let the player give the movement order by a mouse click, or make the angle less than 45 degrees, e.g. 15 degrees, and the North direction unambiguous)
- lack of a grid on the surfaces makes navigation harder. Technically, the scenes consist of tiles, but these tiles blend together into big, flat, evenly colored areas. Often it's hard to predict where the cube will land, or exactly how many steps are needed to reach a certain point. This sometimes adds unnecessary frustration. Adding some thin, barely visible wireframe around cubes would help
- can't skip levels. If you can't solve a level, the rest of the game will remained locked forever. Normally, puzzles unlock 2 or even 3 levels past the last solved one.
8/10 A good game overall, with some annoyances coming from it being a port from consoles, and the desire of the authors to make a too elitist, artsy game.… Expand