Search the Community
Showing results for tags 'puzzle'.
Found 4 results
I. BASIC INFORMATION :: Game Title Refactor :: Genre Action, Metroidvania, Platformer, Puzzle :: Developer NextGen Pants, Inc. Website | Twitter | Facebook | YouTube | Discord :: Platform PC (Windows/ Mac/ Linux) :: Availability Steam Free Demo (16 – 22 Jun 2020) :: Release Spring 2021 :: Rating Everyone :: Trailer II. DEMO PREVIEW Slated for release in Spring 2021, Refactor is a physics-based puzzle platformer with Metroidvania elements that sets itself apart through its creative spin on the geometric concept of tetrominoes. Previously known as Tetropolis, the game had made its first appearances at GDC, PAX East, and PAX Prime back in 2014. Six years on, the latest Refactor demo featuring the first main area will be available to play during the week-long Steam Game Festival held this June. ____________________ Within a factory where perfection of its products is absolutely everything, you play as an imperfect tetromino (or technically speaking, tetracube viewed from a 2.5D perspective) who is trying to find its place after being discarded along with the other similarly imperfect tetrominoes. Tumbling around various rooms in the factory, you are to survive the treacherous environment that is always ready to mercilessly eliminate any imperfect tetromino in its path. As with any 2.5D platformer, the playable character can roll horizontally and jump vertically. While the game can be played with either a controller or keyboard, there is no custom bind feature implemented for keyboard controls. Nevertheless, there are typically two keys assigned to each function. For instance, one can choose between A and D keys, or left and right arrow keys for rolling the tetromino left and right respectively. Albeit limited, this provides keyboard players with a choice between two widely used control schemes: one-handed WADQE with space, and two-handed ZXCV with arrow keys. The introductory rooms in Refactor are set up to be simple and players can traverse them by purely rolling and jumping. Additional movements, such as double jump and crouch, are taught to players through the presentation of a well crafted roadblock that can only be bypassed with that specific action. I think the game does pretty well in reinforcing learnt concepts via the way it sets up similar obstacles in subsequent areas after a particular new movement was introduced. Not only does it help in remembering, the repeated opportunities to use the new movements also provide players with a means to practise the controls until they get a hang of it. This is especially helpful for people who do not play much platformers. Despite being designed with considerations for new players in mind, the game is quite demanding of the platformer player’s skills. Corrective mechanisms are in place to aid those who cannot grasp a highly precise movement control and timing. But inexperienced players would still likely find themselves having to try an area several times (and suffer several deaths in the hazardous zones) before finally clearing it successfully. That said, Refactor is not an impossible game for unskilled players; like many platformer games, it relies heavily on “practice makes perfect”. As far as the demo goes, there is no timed mission objective. Therefore, one could keep trying an area at one’s leisure without the stress of needing to get out before some countdown expires. The tetromino character has a maximum of four health points, with each remaining point clearly indicated by each lit square on its surface. Cleverly designed, this creative health indicator not only serves its purpose well, it adds a beautiful luminous glow to the overall visuals too. As players explore the facility in Refactor, they will come across many rooms that are packed with various static traps and mobile enemies that can easily snuff out the lights of the tetromino if they are not careful. Fortunately, there is always a mod station present at the start and end of a stretch of perilous path. Reaching a mod station will automatically refill the tetromino’s health points to maximum and at the same time, trigger a game save at that point. It is important to note, regarding the save system, that while it is possible to “Save and Exit” at any point in the game (except during cutscenes), the game always loads from the last visited mod station or control room (another auto-save point). Mod stations have a third function, that is to serve as management centers for the tetromino’s available upgrade modules — optional modules that enable new abilities for an improved survival chance. What I like about this management system is how players are not forced into permanently locking onto upgrades that they have previously spent energy units (the currency for upgrading modules) on. At any mod station, one is free to downgrade something in order to free up energy units that can be reused to upgrade something else. As much as cautious maneuvering is a big focus of the game, puzzles constitute the other major focus in Refactor. The puzzles come in two main forms: first, area maps with tetromino-shaped rooms that can be rearranged at a control room to open up new pathways as needed, and second, the individual rooms themselves. For the demo, only the first two area maps will be available but they are more than sufficient for players to have an idea of the surprising twists that the game’s puzzles have in store. These area maps that require players to make use of logical thinking to map out their own routes would not work well if not for the brilliantly constructed rotatable rooms. Even though I seldom play platformers, I am sold on the amazingly well thought-out room designs that make it possible to cross the same room from different directions. I personally find some of the altered room configurations tougher to get through, which resulted in me almost rage quitting on several occasions, but I am nevertheless deeply impressed with this particular aspect in Refactor. With each new configuration, each movable room forces players to think and then rethink about their moves to take and is thus a fine puzzle in itself. Interesting and nicely implemented gameplay concepts aside, the visuals and audio are handled with flair in the game as well. The background music has a sci-fi, cyberpunk vibe that aptly complements the design of the factory where futuristic control rooms, high-tech machines, and robotic enemies can be found. The general exploration tracks exude such a mysterious and desolate mood, they make quite the perfect accompaniment to the cautious journey our lone tetromino makes around the dimly-lit unfamiliar territories. Unsurprisingly, the boss fight music is distinctively different with a faster pace to match the expected thrill of the major fight. However, I am slightly disappointed with the boss theme as it is not as memorable as I would have liked. While optional, sound effects (SFX) have an important role in Refactor because they serve as major audio cues (coupling with the visual effects already in place) throughout the game. By paying attention to the sounds from the surroundings, players can actually hear if there is a collectable item or an enemy nearby. There are also audio cues for signalling when a health point is sapped and when a double jump is executed. Out of the myriad of SFX used in the game, my favourite is the cute “whoop” as the tetrominoes hop along. Although the factory’s interior design is good, the User Interface (UI) design for in-game screens such as the mod station’s screen would require more work. In the current state, they look bland; it would be great if these menus are stylised to fit the overall sci-fi feel better. I also find some rooms to be rather dark, though changing the video settings to maximum gamma helps a little. Last but not least, the story, as narrated through short animation clips, has an interesting opening that makes me really curious about where it will lead us to in the end. The animation clips are short and unvoiced and yet, they tell a lot. Just two cutscenes in and I already vowed to protect the precious little protagonist tetromino (or at least, I tried to; the countless anguished deaths that the poor tetromino suffered during my playthroughs is definitely unintended). All in all, platformer lovers are highly recommended to check out this one of a kind puzzle platformer that challenges one’s platforming and problem solving skills in more than one way. Refactor will be showcased in the upcoming Steam Game Festival: Summer Edition happening from 16 June (10 AM PDT) to 22 June (10 AM PDT). Mark the date, enjoy the demo during the festival, and remember to wishlist the game on Steam! Also, if you are on Discord, there is the NextGen Pants Discord server that you can join. These little tetrominoes are awaiting you!
I. BASIC INFORMATION :: Game Title BombHopper.io :: Genre Action, Puzzle, Platformer :: Developer Julien Mourer Twitter | Discord :: Platform Browser (PC and Mobile) :: Availability BombHopper.io | IO Games | NewGrounds | Titotu | CrazyGames Beta, Free (Ads-based) :: Release 17 November 2019 :: Rating Everyone :: Trailer II. BETA REVIEW What can you do with a handful ammo of bombs? Apparently quite a bit in BombHopper.io, a physics-based puzzle platformer where you play as Hoppi, a cute yellow square who has to rely on its ammo supply to safely find its way out of the strange world it lies within. When we think about bombs, we tend to think of their destructive nature and would expect to detonate them in games to damage various things like enemies and obstructions. However, instead of blasting ammo for the purpose of destruction, the main focus in this puzzle platformer is on the resulting thrust force that sends Hoppi, an otherwise inert square, propelling forward. Currently, there are 48 short puzzle levels available in this casual browser game and they are presented in progressive complexity and difficulty. While more levels are expected to be added in the future, the existing set already provides around twenty minutes (and more, if you are retrying for better scores) of puzzle fun. The world in BombHopper.io is made up of simple basic shapes and specific colour codings that are pretty intuitive. Platforms in grey denote a regular concrete surface, while blue shapes denote a slippery surface (cool like ice) and red ones indicate an instant kill pitfall (dangerous like fire). There are also purple breakable surfaces and orange elastic boundaries that open even further possibilities for level design. Last but not least, the exit point of each level is a conspicuous green door. All these neon coloured elements are placed against a dark backdrop, which makes for great visual contrast. Menu buttons are kept to a minimal and positioned along the screen borders, creating a distraction-free user interface (UI) layout that allows players to focus on the puzzle itself. The buttons are pretty standard: “menu” for viewing the overall progression map; “restart” for retrying the current level afresh; “skip” for moving to the next level without solving the current one by watching an advertisement; and the self-explanatory “fullscreen”. One particular thing that surprises me regarding the UI design is the cue pointer that will point the player to the “restart” button when one did not manage to clear the level but still kept trying to fire despite not having anymore ammo. And this cue pointer is not simply static; it grows in size and eventually blinks in bright red with each fire one tries to make on an empty ammo slot — talk about some rather attention grabbing visual cue! Playable with just a mouse, BombHopper.io challenges players to propel Hoppi to the exit using only the given ammo. Even though there is no wordy tutorial or explanation prompt given in-game, the puzzles are presented in an intuitive, easy to understand manner. I find the learning curve comfortable as the levels introduce new elements gradually, and the individual level’s name generally provides players with a hint about that particular level’s objective. Apart from the variety of environmental elements present, the game also incorporates different ammo supply and types available. In the easier levels, players are given an unlimited number of ammo to spend but the game soon challenges them to complete a particular level with limited number of ammo fires. There are also two types of bombs present: orange bombs that detonate immediately upon contact with a surface and red bombs that detonate only after a few seconds. This variation in ammo type, albeit subtle, has a significant impact on how a level may be approached. Despite being a puzzle game, BombHopper.io’s solving mechanics actually lean more toward hands-on trial and error rather than strictly intensive thinking. With enough patience, one could solve most of the levels via pure experimentation. Naturally, coupled with an adequate understanding of the physics and rules underlying the game, the time taken to solve a level would be shortened. Beginner friendly, BombHopper.io is suitable even for players who have never played similar genres before. Of the available 48 levels, some of them require players to think outside of the box while a few are grouped around a general idea with minor alterations to the puzzle setup that have little to no effect on its solving method. This results in some of the levels bearing much resemblance to earlier levels and giving a sense of repetitiveness. While present only in small numbers, the similarly repeated levels may still feel boring for players who enjoy racking their brains instead of memorizing. For the competitive players, BombHopper.io offers a stars system that reflects how fast a level was completed. Each level has its own time requirement set for players to achieve that full three stars rank. To fulfill the needs of those who like to share their personal best timings on their own social media channels, the browser game has embedded Twitter and Facebook share functions (the latter, however, is still in development). On its own, BombHopper.io is fun to play until one has cleared every level and attained the best timings for all levels. It may seem like this browser puzzle game is good for only a few short playthroughs but since April 2020, the developer has been pushing out beta features supporting custom levels, greatly expanding the fun that players can possibly enjoy with this little bomb physics puzzle game. Best accessed through a desktop browser, the custom level editor allows one to design their own playable levels by playing around with the available game elements and Hoppi. The editor supports saving and loading, which makes it convenient for one to keep their current level edits and continue working on them at another time. Once logged in with Discord, one could also submit their creations to the growing list of custom levels that is accessible by anyone to play. The next time you are looking for a quick puzzle game that also features a relaxing music track (composed by Koku), do give BombHopper.io a try. You can now even design your own custom levels for others to play if you are feeling creative. Finally, stay in the loop with the game’s active development and share your adventures with other players in the official Discord server! Get ready to hop on and blast off!
Game: Afterfall Developer: AllyJamy Release Date: October 15th 2019 Play the full game for free on itch.io! Genre: Action-Adventure RPG I've always loved story driven RPGs with unique game mechanics like Undertale, Oneshot and the to the moon series. When done well, games in this genre can concoct an immersive and exciting world, with fun challenges and puzzles along the way. RPG Maker games do have many games like this, but I usually find myself having to sift through piles of games that can be filled with boring grinding and generic surface level stories and characters. Because so many other people have the same experience, RPG Maker games usually get a bad wrap for being lazy and boring. As an RPG Maker game, it's hard to overcome this stereotype and get the attention of gamers, especially with the increasing amount of games competing for your attention online. It's because of this stereotype that I like to give RPG Maker games a fair shot, and i'm glad I gave this game a play, because it blew me away right from the start with how it sets itself apart from the average RPG Maker game. Although it's not perfect, it still does a pretty damn good job at immersing the player into the tumultuous and intriguing world of Afterfall. The 4 years of work that went into this game definitely show. The game begins with a little bit of exposition explaining how you ended up on this alien world and pictures showing off the game's unique artstyle. You, like myself, might think that the art style is a little off at first, looking amateurish and incomplete, but the artsyle grew on me, and I came to really like it as the game went on. It's very simplistic, but gets the point across. Faces which appear in dialogue boxes aren't proportional though and distract from the expression they were likely intended to have, even being comically off at times. The lack of depth and shading can also make some objects and structures in the game look unnatural, and take away from the atmosphere being attempted. Some of the bosses and sprites which suffer from this problem can also totally take away the intensity or seriousness of a situation. But these problems are relatively small, and become less and less prominent as the game goes on, with majority of the environments and moments in the game still retaining a good amount of the emotional and atmospheric weight they need to provide a fun experience. But even where the art falters sometimes, the music consistently pulled me back into the game, with ominous, intense, fun and atmospheric music in every part of the game. I have absolutely no complaints about the music; it does its job very well and never got old. The game has two main mechanics that it uses throughout the game: exploring, and fighting. Both mechanics work virtually identically to your average Legend of Zelda game. You gain abilities and items which allow you to access certain areas, and you can swing or shoot a weapon at enemies that appear in the overworld - no turn based battles here! One thing Afterfall does differently with its exploration from Zelda though, is with scavenging. Your character in the game is a scavenger, and this fact plays quite well into the gameplay, with most items being things I've scavenged from the diverse environments I explored throughout the game, with a few quests needing you to go scavenging for certain items. This is usually a pretty straight forward and rewarding mechanic, but when searching vehicles, you have to check every single tile to make sure you scavenged everything from it, and you have to wait a few seconds at each tile to check if there's anything there. On screens with several vehicles, this can become very tedious and lead me to skipping several potentially useful items out of boredom. Apart from that, the scavenging mechanics encourage exploration, which is rewarded with several secrets that reward you with currency or rare items, or interesting new character interactions, which have some of the most interesting and compelling dialogue and characters in the whole game. I also found the fighting mechanic really fun! It's easy to understand, with the game teaching you how to use it seamlessly. With an easily understandable hotbar and weapon specs, it's easy to start engaging in fights, but it's very hard yet rewarding to master, which becomes especially true during boss fights which test you with mechanics you've already fought against before. My only complaint is how small the hitboxes are for bosses with large sprites. As someone who used to use RPG Maker in the past, the problem is understandable, but still caused some frustration when I had to experiment with each boss to figure out exactly where to hit them. In general though, both game mechanics are well done and satisfying, with a clear sense of progression making it all the more rewarding. When I first began playing Afterfall, I was pretty overwhelmed by how big the world was, how many characters there were to keep track of, all the little quests to keep track of, and all the lore and information about the world I was given at the start. I couldn't keep track of everything in my head without writing a lot of stuff down, even though that much information was not needed to understand the basic gist of what was happening plot wise in the beginning. The beginning of the game lacks focus in this way, and it made the game quite confusing up until I completed the first dungeon and was the part I enjoyed the least, which is a shame because the rest of the game afterwards is a lot better, and does not have this problem, meaning that some players might quit without even experiencing the good parts. All the extra lore and intricacies of the world should be left towards the end or hidden in secret areas for people who already have a solid foundation of understanding of the world, since after revisiting the beginning of the game after completion, everything made a lot more sense. Simply put, at the beginning, there are too many names, places, groups and characters to remember right out of the gate. After the first dungeon though, the game has a focus on certain characters and groups, making it much easier to understand what is going on. The quirky, compelling and relatable characters in Afterfall is one of its biggest strengths, especially towards the latter half of the game. Every character has something to say or do, from the key players to characters you only ever interact with twice. Their dialogue can range from funny, to mysterious, to heart warming, and left me having to question the character's true intentions, only adding to how entertaining it is to talk to the characters. However, there is the rare typo, although, they aren't major typos, and can easily be skimmed over or ignored. The only thing lacking about the characters is in their designs. Some of the characters look almost the same, and are not very distinctive or representative of their personality, with only a few exceptions. But despite these draw backs, the game had me regularly looking forward to engaging in dialogue. With some of the game's narrative moments having me at the edge of my seat, waiting to see what would happen next. Now, I had a blast playing this game, and although it has several small problems already, the most notable problem I experienced in almost every screen of the game were bugs. By far the most common bug in the game is collision problems with the tiles. I can't even count how many times I walked through a wall or window tile. This is still a pretty small issue, just like everything else I've mentioned since nothing I've found breaks the game, with the most major issues regarding this being boss battles where the main character and the boss go right through what were probably supposed to be obstacles like there's nothing there. But, despite Afterfall's drawbacks, for a free game made mostly by one person, it still shines through its unique world and characters which will only grow more and more enjoyable as the game goes on. I would definitely say that it's worth a play. Tell me what you think about this unique and interesting RPG in the comments below! Thanks for reading!
Game: Quench Publisher: Axon Interactive Price: $19.99/£15.49 Release Date: 7th August 2019 Genre: Puzzle, Adventure, Story Rich When it's been a long day at work and I just want to relax, I just want to do one thing, listen to some good music and drift away into another world. This can be done with a good book, movie or occasionally an FPS if I'm in a bad mood. There are, however, times when a puzzle game is just the ticket. Quench was that game for me this month, its beautiful soundtrack and art took me away and the puzzles kept my attention and challenged me as I journeyed through on this virtual pilgrimage. I've yet to witness the ending at the time of writing this review, but the narrative is very poetically written. A story of a variety of animal herds migrating from polluted and drylands to reach greener fields. The word pilgrimage is used very often and it has that spiritual essence to the dialogue and the narration. To help them on this pilgrimage is you. The fruit of the elder tree brought forth you as a spiritual bird to guide the 6 herds of the kingdom. It really makes you feel involved, you end up caring for these animals and grow an attachment to the leaders. Their safety is your main concern. We all know that in real life animals migrate year-round and that often pollution and blocked rivers are dangers to them. This story pushes the envelope in getting you to empathise more, getting the animals from news headlines to a bird's eye view of the struggles you will save them from. This game was made with a message, but that didn't stop the developers from forgetting that it's still a game and needs to be fun. I am truly delighted with this. Too many games have focused too hard on story and art, only to forget they are making a game. Being a puzzle game, I will focus on that aspect. There are 4 different powers you can use in different situations. To clear paths, block enemies and support your herds. Each power is surprisingly versatile in what it can do and they are introduced one by one to learn them all effectively. Quench doesn't hold your hand with the tutorials or ever give hints as to what to do to solve puzzles, but they don't leave you guessing either. I'd say that is a well-designed game, wouldn't you? As mentioned when I was talking about the story, the game is very good at building empathy. When clearing the path for your herd, it switches to a lemmings style mechanic where they will blindly trust you and keep moving (so you better have done a good job removing obstacles). Unlike lemmings, these are your children, your babies, you care for them and if even just one dies?... well I've restarted many times to rectify that. Not many games are good at generating empathy... sympathy maybe, but not empathy. Matching the sweeping poetry of the writing and story is a lovely soundtrack and a beautiful art style I've not seen often. It's almost like pixels, but it's not. Opting for shaded triangles instead of squares gives it a unique look. Most of the game takes place overhead, seeing as you are a spiritual bird, that makes sense. When it is time to dive into the narrative, it takes a cinematic approach with very little animation. To me it resembles a tapestry, a story told from one painted scene to another with colours to match the tones of earth and nature. Although no voice-overs were recorded for this game, they had done a wonderful job of creating motifs to accompany each different character, bringing personality and voice to them without actors. Papercraft! That's the word I was looking for to describe the art, gorgeous is another word. After experiencing the story and thoroughly enjoying the puzzles, I have to wholeheartedly recommend this game. The story is truly as beautiful as the music and art. Not just beautiful but subtle and I love that about it. If you enjoy relaxing with a puzzle that isn't easy, but it's just hard enough to satisfyingly complete, then throw away that Sudoku and get started on this pilgrimage.