Posts Tagged ‘puzzle’

Wot I Think: Parallax

By John Walker on March 16th, 2015.

As first-person puzzle games get more complicated, we have two choices as a species. To develop mightier, more powerful brains than ever before, or to just try not to think too hard and hope it works out. After the Digipen team that brought us Narbacular Drop opened up very apposite portals in our minds, the genre has run with it, leading to the brain-straining likes of Infinifactory, Void, Antichamber, Standpoint, The Talos Principle and Mind: Path To Thalamus. And as the concepts get more complex, the contortions our brains need to achieve get bendier.

I think Parallax [official site] might have given my brain a nasty sprain.

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Let’s Make Music Together: Cadence

By John Walker on March 4th, 2015.

We last mentioned Cadence [Kickstarter page] back in March last year, a music puzzler where connecting nodes allows pulses of tune to create looping patterns. I met up with developer Peter Cardwell-Gardner at GDC this year, to learn how the project is expanding its ambitions, and has launched a Kickstarter to help it get there.

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Badland Coming To PC

By Cassandra Khaw on January 30th, 2015.

So barkin' pretty

Gorgeously atmospheric sidescrolling float-em-up Badland [official site] began life as a tadpole on iOS. It has made a fair few ripples since it appeared in the App Store, picking up a bevy of awards. And now, after much splashing about on mobile devices, the game is making a spring migration for the bigger waters of the PC, the – pfft. Who cares about consoles? Let’s carry on.

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Wot I Think: Gravity Ghost

By John Walker on January 27th, 2015.

Gravity Ghost (official site) has been on the horizon since 2013’s Indiecade. The physics puzzler is at last with us. It soothed a sickly baby to sleep, but did his father enjoy it too? Here’s wot I think:

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Freeware Garden: MonoDi

By Konstantinos Dimopoulos on January 26th, 2015.

A gun that only shoots in one direction might be physically improbable, but it can also turn any platformer that involves shooting into a puzzle game. That’s what’s happened to MonoDi, in which you puzzle, shoot and jump your way through 25 unexpectedly varied single-screen levels, each sporting functional if cute graphics, lots of alien eggs to destroy, and bits of badly spelled plot to read through.

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Infinifactory: Early Access Impressions

By John Walker on January 22nd, 2015.

Oh my goodness, Infinifactory is difficult.

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Parcel Force: This Way Up Is A Cute Puzzler

By John Walker on December 9th, 2014.

Here’s a rather sweet little puzzle game, that’s yours completely free. It’s called This Way Up, in which you roll a packaging box around tiled levels, trying to reach a goal tile. But all the while attempting to keep your cardboard cube facing the right way to be able to, er, fire purple blasts of magic.

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Freeware Garden: Petrichor

By Konstantinos Dimopoulos on December 8th, 2014.

A nice, big red umbrella.

Éric Chahi’s Another World did many things right, but what I believe it really excelled at was conveying the feeling that you were somewhere drastically different. Somewhere otherworldly yet also sensible and at times familiar and this is the exact same sensation Sundae Month’s Petrichor manages to re-create.

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Sokobanology Lessons: Polyology

By John Walker on December 4th, 2014.

Presumably after spotting my request for suggestions of games to be played over a puky little shoulder, former Crytek UK developer Ben Parbury (Gridlock Interactive) got in touch to tell me about his first independent project, Polyology. A puzzle game that takes a handful of Sokoban and mixes it with a dash of Nikoli-style symbol matching.

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Oh Hi: Oh Hi

By John Walker on November 25th, 2014.

The best puzzle games are those where you never have to guess. It’s why Minesweeper is a steaming pile of elephant poo, and Picross is the greatest thing to happen to humanity. Oh Hi, a neat, simple web-based game by Q42, is in the correct category.

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Freeware Garden: Over My Dead Body

By Konstantinos Dimopoulos on November 13th, 2014.

The ghosts, the gunmen and the zombies.

Noel Brody worked for the evil Mortiga Consolidated, but never suspected that protesting the weaponization of her research would lead to her being murdered. What she further failed to imagine was that her death would also transform her into both a zombie and a ghost and get her to star in her very own game: Over My Dead Body.

Noel must now fight her way through Mortiga’s lovely-yet-deadly isometric corporate headquarters and exact horrible, bloody revenge on all the immoral bastards who killed her and are apparently about to kill more people for money. Finding a cure for her doubly-undead affliction, or possibly reclaiming her work for the good of humanity, should be considered an added bonus.

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Eigengrau Menagerie: Not A Collection of Sneezing Sounds

By Cassandra Khaw on November 9th, 2014.

I swear I wasn't trying to sneak a peek of you in the bathroom, lady. Seriously. You're not even my type. I mean, you're pretty. But, I like them with skin and not - god, I'm in trouble, aren't I? Please don't -

Lifeforms? Lifeforms? The Eigengrau Menagerie is a classy place for deep cogitations and Thoughtforms, sir. Currently embroiled in the popularity contest that is Steam Greenlight, The Eigengrau Menagerie is a sumptuous little puzzle-adventure game, filled with phantasmagorical art and a literary soul.

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The Talos Principle’s Demo Will Test Your Humanity

By Cassandra Khaw on November 8th, 2014.

You can now play a slice from The Talos Principle for free, if you like. Which I think you should, because a philosophical first-person puzzler from the makers of Serious Sam that seems genuinely awesome is as rare as a kirin in France. Editorial overlord John Walker says that The Talos Principle is a “surprising new direction” for Croteam. Gone are the guns, the manic humor. In their stead stands writing from Jonas Kyratzes and FTL’s Tom Jubert, neither of whom seem to be very frantic nor very frivolous. The “public test” will let you explore “four increasingly difficult complete puzzle levels.” Why? Because the developers want to use you and thousands like you for their additional stress and compatibility testing.

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