A couple of months ago I tweeted about Membrane by Michael Stephens. I didn't find time to review it until now, which is all the more reason to follow me on Twitter so you don't lose any worthy puzzle game.
At first glance, Membrane might look like yet another clone of Move the Box, a game which I've seen copied so many times that I'm not even sure if it's an original idea itself. On closer inspection, however, Membrane has interestingly different mechanics that add a lot of depth.
Sunday, May 18, 2014
Monday, May 12, 2014
Review: Find Figure for iPhone and iPad
A couple of weeks ago I tweeted about Find Figure by Art Studio Dereza. Currently I'm not updating this blog as often as I would like to, but I talk about interesting new games on Twitter first, so make sure to follow me to be up to date with puzzle games news.
I find that my mind takes particular enjoyment in puzzles that require visual-spatial ability. This tends to show in the games I develop, especially in Twin Beams, a difficult puzzle which however can be solved at ridiculously high speeds if one just looks for visual patterns. Find Figure is a lot easier, but it's also more complex than it might look at first sight.
I find that my mind takes particular enjoyment in puzzles that require visual-spatial ability. This tends to show in the games I develop, especially in Twin Beams, a difficult puzzle which however can be solved at ridiculously high speeds if one just looks for visual patterns. Find Figure is a lot easier, but it's also more complex than it might look at first sight.
Sunday, May 4, 2014
Review: Bicolor for iPhone and iPad
Bicolor is the latest creation of 1Button, a team specializing in puzzle games with a minimalist interface. It marks a significant evolution from the style of their previous games: SEQ, ON/OFF, and PILE.
Continuing in their effort to "create applications not polluted by useless distractions", they have stripped away even color, leaving only the core puzzle elements at the center of the scene.
Continuing in their effort to "create applications not polluted by useless distractions", they have stripped away even color, leaving only the core puzzle elements at the center of the scene.
Labels:
path,
sequential movement
Saturday, April 26, 2014
Review: Hitman GO for iPhone and iPad
I don't think it had ever happened to me to be completely blown away by the aesthetics of a game as it happened for Hitman GO by Square Enix when I saw it during the TouchArcade live stream on Twitch.
After playing most of it I'd say that the puzzles are a bit on the easy side, and tend to be repetitive, but I certainly find it enjoyable enough to want to complete it (and wait for new levels to be released).
After playing most of it I'd say that the puzzles are a bit on the easy side, and tend to be repetitive, but I certainly find it enjoyable enough to want to complete it (and wait for new levels to be released).
Wednesday, April 9, 2014
A Visual Catalog of Threes! Clones
If you follow gaming news, you have probably read about the big drama spurred by the developers of Threes!, who posted a detailed history of the development of their game, to show how long it took them to create it, compared to how quickly it was copied. It's a very interesting read, especially if you are a game designer, so I'd encourage everyone to take a look at it. Threes might look simple, but the process that bought to its final state was far from simple.
The one thing I don't like about this story is how all the attention has been put on 2048, calling it a rip-off of Threes. This post was initially going to be about how I don't agree with that, but attempting to prove my point I turned it into a collection of real clones of Threes, so I'll focus on those for now and talk about 2048 another time.
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| Threes!, released February 6th |
Labels:
clones,
match-and-vanish,
merging,
numbers,
tilt
Friday, April 4, 2014
Update: Lazors 2.3
The beautiful Lazors has been updated again, adding a new type of block, the Portal!
The new block does what you would expect from any well behaved portal.
The new block does what you would expect from any well behaved portal.
Labels:
light and mirrors,
placement
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