Adds to the difficulty, most certainly, but sometimes results in shorter sessions later in the game. You almost have to memorise the entire run and practice and practice and practice some more to complete it. There really isn't much that detracted from my experience, although it can get frustrating on some longer and more complex levels to have to start from the very start again (there is no mid-level checkpoints). Sounds have a very 'arcadey' feel to them and are pretty good too. They look great! I would recommend putting v-sync on for those with higher end graphics cards as the game seems to run my card full throttle making it run hot. The high quality environments have a bit of a surreal feel, with the levels themselves floating in a virtual void. These increase the complexity (gradually introduced) and includes such modifiers as ice (can't stop on square), fire (can stop, but can't stay long), spikes (jump over) or limited use squares that disintegrate! There are many more. Each surface may be different though, and you need to calculate their effect into your moves as well as the layout of the level. Unlike the free movement in Spectraball for example, Puzzle Dimension works off a grid layout, moving you one square at a time in the direction your camera is facing. Saying this, overall you do still feel the levels gradually get harder as you proceed further through the game relying more on your spatial awareness & reflexes.īig Picture friendly, the controls are simple to learn and most forgiving (that's not to say you won't fall to your doom a multitude of times regardless lol). I found that the difficulty fluctuated somewhat between zones and levels, sometimes dealing a relatively easy one you complete in mins, to others that had me scratching my head for a long time. Ten zones with ten puzzle levels in each. It does add great depth to the levels & used with strong effect by some excellent level designs. Up can be down, and down and be up which can be disorienting from time to time.
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