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love the game, but far far far too laggy! even my avatar doesn't stay running! I feel my computer is broken, will return with better one... some day.
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the mouse pointer still running out of box and often makes the game paused when i try to get the good angle in game x_x
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I got scared that the level design wouldn't follow up on the AMAZING concept that this is... and the longer you play, the deeper you get into this. Had an amazing time on the game, it really is worth it's 5 stars. Keep up the good work !
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To the person who called this a Fez rip-off, perhaps you should look at when this game was put on the site instead of the date you played it for the first time.
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I don't understand the logic unfortunately - I'm just rotating randomly but after 7 levels the way things change in 3d is a total mystery. Can anyone explain?
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Really cool concept, but it is kind of confusing since the character seems to move in the depth axis in odd ways, for example rotating 180, can move the character in the hidden axis. This is not in and of itself a problem, but I'm having trouble figuring out the rules on this. Does anybody understand this?
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This game is excellent. I think it beats out Fez because it's consistent. There are no paradoxical middleground elements that have depth in a game that's 100% about violating the concept of depth.
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what i dont get: why only arround 6k ppl have tis Medium Badge? Oo Its not the hard if you combine logic with jump'n run skills. Sure i must restart some Levels, but then i know what way i must go.
Btw: before all write "hey it looks like Fez" sure its not the only Game with this Gameplay but Fez release date was on April 13, 2012. And yes, ppl known Fez long before it was released, but its not Neutronized fault if his Game"play" are nearly the same, as long you enjoy his Game
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I was shocked to see an interesting puzzle twist to the typical platformer genre. I had to rework my brain around how the blocks held together and how forward platforms held priority over your plane. Very nice, very nice indeed.
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The last boss was a lost opportunity. Could have done something pretty mindblowing with the perspective idea rather than just rotate a square platform around.
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Brilliant concept executed well in a short span, but I've one constructive criticism. Never thought I'd be saying this to any game developer, but would it have killed you to add a more rigid camera control?