Posts Tagged ‘puzzle’

I Cannot Figure Out What To Do In Starseed Pilgrim

By John Walker on March 14th, 2013.

The game isn’t new, but we’ve stumbled our way past it like the blundering fools we are. Starseed Pilgrim is a puzzle game that offers you a peculiar set of abilities, and no instructions. No guidance how to use the “seeds” you can plant to grown variously coloured blocks, nor any guidance as to what you’re supposed to be doing with them. Finding out is the point of the game. I failed at this game.

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Wot I Think: The Bridge

By John Walker on February 26th, 2013.

Obeying the new law that all puzzle games must rotate is The Bridge – a black and white, Escher-inspired set of reality bending puzzles from The Quantum Astrophysicists Guild. The last time we heard from it was a demo released in late 2011, but now it’s here, on Steam, GamersGate and the Humble Store. But should you spend your £12? Here’s wot I think.

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6180 The Moon Is A Very Pretty Thing

By John Walker on January 23rd, 2013.

Having recently thrust itself into the ungainly cockfight of Greenlight, Turtle Cream and PokPoong Game’s 6180 The Moon has reminded me to post its utterly gorgeous trailer. Incredibly simple-looking – basically a circle moving around some white boxes and spikes – it manages to be really very enchanting too.

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Angel Delight: Music Of The Spheres

By Adam Smith on January 7th, 2013.

I have an odd relationship with puzzle games. Actually, it’s quite an ordinary relationship in that I fail to love them if all they offer is a bulging brain, berating and bettering me, but add a fascinating personality and I forget that the whole encounter is based around trickery and one-upmanship. Music of the Spheres is about calculating angles and bouncing projectiles through carefully constructed levels in order to strike moving targets. Except it’s not. That’s how you interact with the game but it’s about Islamic art, and the intersections between mathematics and abstract visual poetry. It also creates haunting music, as the trailer below demonstrates.

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Contre Jour Is A Lovely, If Short, Puzzle Game

By John Walker on November 9th, 2012.

Reading an article on Polygon, I clicked on some white space on the site, which turned out to be a catchment area for an advert far above. Grrrrr, I said, shaking my fists at the sky. But before I could add them to my hidden click shitlist with PC Gamer and NetworkN, I was rather taken with what had appeared. Not a big, flashing advert, but rather a game to play. A game – Contre Jour – that it turns out is really rather lovely. Advertising, folks – it works!

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Logic Problems? Logic Solutions: ir/iational

By John Walker on July 25th, 2012.

It tastes like oxygen?

A good understanding of the logic of logic seems like something that should be taught in schools. Along with tax returns, how to fight a bear, and English punctuation. As discovered by Eurogamer’s Ellie Gibson this week, ir/rational is a game that broaches the thought through topic of logic in a – strange way.

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Impressions: Splice

By John Walker on June 18th, 2012.

And I wrote this whole thing without making any references to biology or DNA.

My need for puzzle games is insatiable, constantly fed by the teams of enslaved designers I have generating me new Slitherlinks and Doodle Fit levels, as Telegraph cryptic crossword setters weep as their fingertips bleed from setting me more and more clues. Gathering them all a few seconds pause in their toils is Splice, a new puzzler from Auditorium developers, Cipher Prime. Will it do?

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Wot I Think: Vessel

By Adam Smith on March 6th, 2012.

I’ve been charmed by physics puzzler Vessel ever since I first saw its liquids in action, sloshing, spilling and trickling around as gravity intends. I wanted to be set loose in its steampunk world, to jump in puddles and catch raindrops in a bucket. Vessel had different ideas. It would let me play, but it also wanted me to think and it wanted me to think hard. Here’s wot I think about that.

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Snot Bad At All: Swindler

By John Walker on February 22nd, 2012.

This is my life with my current cold.

I have come to the conclusion that indie developers will never run out of cool new ways to meddle with platforming standards. The latest I’ve encountered is Swindler, from the pixel masters at Nitrome (check out why we rate them). Here you appear to play a blob of snot, who is able to let loose from his own ectoplasmic entity a long, stretchy green string, tied to a post at the top of a level, and then extended or contracted. However, rather than moving him about the world, you move the world about him.

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Dawwwwb: Backworlds Is A Lovely Paint-Based Puzzler

By Craig Pearson on February 10th, 2012.

A cat. WE MUST HELP HIM!
This is swish. Platform game Backworlds has just released a demo, and I’ll urge you to play it because, yes, it’s been released as a prelude to asking you for money to help the game to be finished (also known as Crowdschafering). But it’s also a pretty, painterly puzzle game with bags of potential. It’s just a few licks of a brush away from greatness.
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Cruel World: Q – Compressing The Heart

By John Walker on January 24th, 2012.

Big Ben originally had legs like this, until Oliver Cromwell ate them.

Despite looking a lot like Limbo, Kieron and other haters will be pleased to learn it doesn’t play like it. The deeply peculiar Q – Compressing The Heart is instead controlled by single mouse clicks, as you explore a twisted, dangerously organic world of shadows, in pursuit of your own heart. And if that sounds sweet or romantic, then you’ve quite the wrong impression.

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Not Ruble Trouble? Rubble Trouble Moscow

By John Walker on December 22nd, 2011.

This is how the Russians do it.

I do like destroying things. Buildings, hope, people’s lives. So I’m immediately drawn to Nitrome’s Rubble Trouble Moscow. You may remember the original Rubble Trouble in Feb last year, and apparently there was another one between then and now. This one is Russian themed, in so much as the characters are wearing hats, and the music is a bit Russian. The actual game is still blowing up buildings using a constantly changing arsenal of strange weapons. Now including tanks, dancing bears and gymnasts. And it’s still good fun, apart from a frustratingly drifty camera, and a game in a box which doesn’t capture your cursor. Which is annoying. But fortunately the rest of the game isn’t, and is infuriatingly morish. Even though I’m currently stuck on a level and getting increasingly frustrated.

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On Tilt: Terra – The Legend Of The Geochine

By John Walker on December 15th, 2011.

It's quite hard to capture tipping something up in a screenshot.

After I posted about the very splendid Void last week, another group from DigiPen Singapore, also finalists in the IGF China Student Prize, got in touch with a link to their entry, Terra: The Legend Of The Geochine. It’s a 3D third-person puzzle game, with the rather splendid feature of being able to tilt the world on a central pivot, as well as run around inside it.

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