So I heard you like pixel hunting? This game is great at showing how to irritate players in a point and click. Most of the time you can't even tell what's clickable and what's not. That's not difficulty, that's just annoying. Thank goodness for that easy mode cursor... The only good thing in this game is the music, which is kickass.
A short, but well told interactive story. Makes good use of the medium to help set the mood (the music was great), and show the impact of your choices. Each original ending only has a part of the story, which makes you want to go back to see the others. Gameplay was pretty simple, but gameplay wasn't the point of this anyway. :P I wonder how many stranded timelines there are for every one in which everything lines up perfectly?
Meh. Interesting, but average. I haven't played Monument Valley so the concept was fairly new to me. The game was ok for a casual playthough. Puzzles weren't too hard since most of the stages are rather linear. My brain was actually half turned off in the last few stages cause all that surrealistic logic was making my eyes/brain hurt. One thing though is that the story is incredibly shallow and cliched, with that whole straw Vulcan thing (lol TVtropes). Might as well not have had one at all. Tutorial could also be less obnoxious about getting in your face.
My only complaint is that you have no idea you're supposed to drag stuff in this game... at least at first, for the slider puzzle. Later in the game you're on to the idea that its required so its less of a stretch. Otherwise its the lovely weird, creepy stuff I've come to associate with this series. :P
There is one serious issue with this game, especially on the later stages. I don't know about other players, but I can't tell just with my eyes how far things like extend/step/bounce go. The only way I've been managing to tell is by using the stones to see how wide one space goes. Doesn't work that well for bounce though. And even then the game will start once I select a stone... I'm really tired of having to guess, especially with how long you take to restart and try another configuration every time you make a mistake.
I'm not entirely sure why, but this game annoyed me more than anything else. I can't really find a game design reason, so I'll just chalk it up to personal preference I guess.
I really liked the atmosphere here. Simple but challenging gameplay, and pretty self explanatory (past the minimal tutorial anyway). And the magnetizer mechanics surprised me, which doesn't happen too often. Was kinda fun to find out what the other magnetizers did as I went along. The last few stages... were a gigantic difficulty spike though. Seriously unexpected considering the rest of the game had this smooth difficulty increase... Both ways, I had a lotta fun (and some rage) playing this! Engrossed from start to finish.
Gosh, this game seems to want you to experiment with team setups but then gives some time limit reward and makes it very difficult to swap teams midway... The gold you get is simply not enough for that before you beat the game. Also had a pretty hard time telling how much effect the monsters were having on the battle. And its incredibly long to level new creatures, evolve them and equip gems. Unless you have the exact team setup you need to win its just long, grindy, and boring. Honestly don't really see much strategy/substance in this game.
Well, was an enjoyable game. Controls and platforming were smooth and well polished. The slo-mo/teleport (and sound effect for it) reminds me of that other game... Focus or something? Except this is more puzzle-based instead of maniacal platforming/teleporting action. And the swapping. There are some weird quirks though... No level select, warps/deaths don't reset when you restart (that one's really annoying), achievements apparently have names but they don't show on the achievements screen, and somehow the game brought me directly to the last chamber after the turret destruction level on my hard badge run. Overall, pretty neat!
Pinpoint precision and timing requirements in a puzzle game with wonky physics? That's just incredibly aggravating. At least all the levels aren't like that, but that isn't saying much.
Argh, this series. The game demands precise jumping, but you end up fighting against the finicky depth perception and general difficulty in telling where you are more than anything else. The shadow helps a little, but I find myself still running into the same old issues. I can't see myself playing this game anywhere near as long as it seems to expect me to.
Its good for what it is, and I had a good amount of fun on it... but things really start to get confusing and hard to keep track of on the larger puzzles. Plus was the worst with that, with the crossed/not crossed blurring together and a tendency to get lost in the giant string of numbers. Lot of tedium with the larger ones too, but it only really got annoying when coupled with that previous issue.
Hi there, we'd love your feedback on what you would like to see added in the future.