Mskotor
March 2024 Update
Next update (works only on profile page)
Overall
backlog
progress
:
The good 👍
- Interesting puzzle ideas that focus on perspective
The bad 👎
- Tutorial is not the best in explain mechanics
- it feels a bit like Stanley Parable in some designs, but Stanley did them better
- Only objects that are part of the puzzle are intractable, which means it's too easy to spot what needs to be done
Conclusion:
I am disappointed with this one. Promise looks great, but quite fast it's obvious only 3 things we can do in game is making objects bigger / smaller and multiply very limited number of objects. There is no real difficulty progression, puzzles don't really go harder or require doing something different. It is not groundbreaking or innovative game.
- Interesting puzzle ideas that focus on perspective
The bad 👎
- Tutorial is not the best in explain mechanics
- it feels a bit like Stanley Parable in some designs, but Stanley did them better
- Only objects that are part of the puzzle are intractable, which means it's too easy to spot what needs to be done
Conclusion:
I am disappointed with this one. Promise looks great, but quite fast it's obvious only 3 things we can do in game is making objects bigger / smaller and multiply very limited number of objects. There is no real difficulty progression, puzzles don't really go harder or require doing something different. It is not groundbreaking or innovative game.
Details
☐ Bare-bone ☑ Average ☐ Good |
</center> Generic "you are stuck in a loop, you must break free". We wake up in a sleep research place, and it turns out we are so deep within our own sleep we can't really wake up. |
☐ Boring ☑ Average ☐ Good |
We start each loop in a research room, and then progress through a couple of rooms until we go back to the start of the loop. Later levels show more of the "inside" of the facility, just like it's in the case of Portal. But it is predictable and doesn't feel so "revealing" that we are in fact test subjects in a testing facility. |
☑ Basics (walk, jump etc.) ☐ Magic / powers ☐ Advanced combat |
We can walk, jump, and interact with (limited...) number of objects. Why not design the game in a way that makes sure it won't break, even we use the sofa to prop ourselves up. Not just this one exit sign above the door that creators allowed? Getting closer to hold object makes it smaller, moving away from the object we hold makes it smaller. And clicking some objects multiplies them. |
☑ None ☐ Skins ☐ "Time-savers" ☐ Direct purchase ☐ Custom currency (gems etc.) |
☐ None ☐ Story progression ☐ Few collectibles / easy to get ☑ Grindy collectibles / hard to get ☐ Require multiple playthroughs |
☐ No saves ☐ No saves, progress carries over ☐ One checkpoint, too rare ☑ One checkpoint, frequent ☐ Manual saves |
☐ Can run on potato ☑ Medium requirements ☐ High requirements ☐ Too low for what is visible on screen ☐ Optimization disaster |
☐ May look good 10 years ago, but not now ☐ Blurry textures / geometry problems ☑ Average ☐ Good ☐ Beautiful |
☑ Nothing to remember ☐ Good voice acting ☐ Good weapons & effects ☐ Good OST ☐ Music flows well with the action |
☐ Resolution, volume only ☑ Basic graphic settings ☐ Advanced graphic settings ☐ Adjustable HUD ☐ Accessibility options |
☑ No map ☐ Basic ☐ Detailed ☐ Minimap ☐ Fast travel |
The good 👍
- Mechanic is easy, but enjoyable when we get a grip of it
The bad 👎
- Puzzles where we need to play Tetris in 3D do suffer from "I don't have level overview to know what to do next"
- I felt nauseous after watching non-skippable end sequence. I do understand some people will not be able to play the game at all
Conclusion:
I do like it quite a lot more than Superliminal, even when puzzles are also quite easy. There is no real story, but the game at least doesn't try to put some paranormal or similar "story through graffiti on the wall" generic theme. Puzzles have good progression, though at the end it's too easy to know which cube to grab and where to run to complete the level.
- Mechanic is easy, but enjoyable when we get a grip of it
The bad 👎
- Puzzles where we need to play Tetris in 3D do suffer from "I don't have level overview to know what to do next"
- I felt nauseous after watching non-skippable end sequence. I do understand some people will not be able to play the game at all
Conclusion:
I do like it quite a lot more than Superliminal, even when puzzles are also quite easy. There is no real story, but the game at least doesn't try to put some paranormal or similar "story through graffiti on the wall" generic theme. Puzzles have good progression, though at the end it's too easy to know which cube to grab and where to run to complete the level.
Details
☑ Bare-bone ☐ Average ☐ Good |
I don't think the game has story, except for "black goo invades reality, do something about it". And it's fine. No need to put murals with human-resembling figures praying to cubes to try and make it look like there is a deep story underneath. |
☐ Boring ☐ Average ☑ Good |
There are 6 god cubes, one for each world. They are contaminated by void. Each level boils down to using normal cubes to redirect lasers, so that they focus on the god cube. It makes the void inside it expand, so we can walk into it and place void cube in void tree. And that cleanses god cube. Levels are constructed like fractals. They at first seems huge, until we realize it's a more manageable map repeated an infinite amount of times. Which means we can walk from "roof" of construction, to drop on the platform that was previously above us. It was a bit unsetting at first, as I have mild heights fear. But I get used to it, as we don't really fall anywhere. Or die, or get damage. The game is designed for us to constantly "fall" somewhere. |
☑ Basics (walk, jump etc.) ☐ Magic / powers ☐ Advanced combat |
We can walk / run (and run is infinite). Control the gravity (feels a bit like we walk in gravity boots, so there is no real "up" in this game. Ground is where we currently stand on), and move cubes around. Placing normal cubes in activation receptacles controls doors / platforms / creates new cube tree (that spawns new cube(s) like apples). They can also control the direction in which water flows. We can control gravity by clicking on a "walls". Only limit is that wall must be adjacent to our plane. So we can't click on the ceiling to teleport to it. Each cube has a color that corresponds to a wall color. If we are on blue wall we can control blue cube, but the moment we change gravity direction, blue cube will get "stuck" where we left it. E.g. we move red cube along green wall, by switching between those two gravity colors / sides. Walls are not actually colored, and it's our crosshair that points towards wall that indicates the color. Water can be controlled with cubes to power up water mills or grow new cube trees. There are also (for me a bit annoying) levels where we need to control huge Tetris bricks to make bridges. They have "up" and "down" side indicated by coloring, and we need to change gravity direction to move them in specific direction. |
☐ Clunky and stiff ☐ Adequate ☑ Fluid and enjoyable |
They are thankfully good. Aiming where to land when we fall down is easy. No issues with object models that would be bigger than their textures, so we don't get stuck midair. Change of gravity direction is fluid, and later on we learn how to do it towards the wall when we are actively falling. |
☑ None ☐ Skins ☐ "Time-savers" ☐ Direct purchase ☐ Custom currency (gems etc.) |
☐ None ☐ Story progression ☑ Few collectibles / easy to get ☐ Grindy collectibles / hard to get ☐ Require multiple playthroughs |
☐ No saves ☐ No saves, progress carries over ☐ One checkpoint, too rare ☑ One checkpoint, frequent ☐ Manual saves |
☐ Can run on potato ☑ Medium requirements ☐ High requirements ☐ Too low for what is visible on screen ☐ Optimization disaster |
☐ May look good 10 years ago, but not now ☐ Blurry textures / geometry problems ☐ Average ☑ Good ☐ Beautiful |
☑ Nothing to remember ☐ Good voice acting ☐ Good weapons & effects ☐ Good OST ☐ Music flows well with the action |
☐ Resolution, volume only ☑ Basic graphic settings ☐ Advanced graphic settings ☐ Adjustable HUD ☐ Accessibility options |
☑ No map ☐ Basic ☐ Detailed ☐ Minimap ☐ Fast travel |
The good 👍
- If you are stereotypical German, that comes from work to go work in game, this game is perfect
The bad 👎
- not possible to see color of furniture that is already placed, good luck matching furniture
- not possible to re-position things in bathroom
- no lawnmower to cut grass, and bug that allowed to cut grass for free is obviously patched immediately
- possible to put tiles through walls into adjacent room, which is just waste of material
- not possible to save collection of furniture that we like for easy access, everything need to by re-typed or re-searched through tabs each single time
- not possible to change external walls or build floors
- some ceiling walls are so low they block us from walking?
Conclusion:
I did think this game will be better for me. I do see how it can be a huge time sink and OCD soother. But also so many things are unnecessary cumbersome (or just put into DLC) that I could not bring myself to keep playing. And really, going after bug that allows to "cut" grass outside without paying for DLC, when you intentionally make garden look like shit with weeds, is a dick move. If they want to sell garden DLC, they could make grass grow in said DLC. Not make properties of people who don't want to pay extra look like ugly marsh..
- If you are stereotypical German, that comes from work to go work in game, this game is perfect
The bad 👎
- not possible to see color of furniture that is already placed, good luck matching furniture
- not possible to re-position things in bathroom
- no lawnmower to cut grass, and bug that allowed to cut grass for free is obviously patched immediately
- possible to put tiles through walls into adjacent room, which is just waste of material
- not possible to save collection of furniture that we like for easy access, everything need to by re-typed or re-searched through tabs each single time
- not possible to change external walls or build floors
- some ceiling walls are so low they block us from walking?
Conclusion:
I did think this game will be better for me. I do see how it can be a huge time sink and OCD soother. But also so many things are unnecessary cumbersome (or just put into DLC) that I could not bring myself to keep playing. And really, going after bug that allows to "cut" grass outside without paying for DLC, when you intentionally make garden look like shit with weeds, is a dick move. If they want to sell garden DLC, they could make grass grow in said DLC. Not make properties of people who don't want to pay extra look like ugly marsh..
Details
☑ Bare-bone ☐ Average ☐ Good |
Story is "buy house to renovate it and sell to the highest buyer". |
☑ Boring ☐ Average ☐ Good |
We buy house. Clean it from trash. Wipe dirt from ceiling, walls, floor and furniture (!!) with mop. Paint walls, put some furniture in, and sell the house to the highest bidder for profit. There are a couple of buyers, each with own preferences. Family with kids, grandpas, buy-to-let landlord, man cave dude etc. Walls are divided into roughly plank-size chunks, so painting / putting tiles / putting panels puts one strip of material from ceiling to floor. |
☑ Basics (walk, jump etc.) ☐ Magic / powers ☐ Advanced combat |
We walk, jump. Painting / building internal walls / cleaning gives experience that is spent on speeding up doing said tasks. E.g. painting walls allows investing in faster painting / painting more than one "strip" of wall, or rising efficiency, so we use less paint. Do you want to re-paint walls with the same color? Good luck, no color picker in this game. |
☑ Basic ☐ Detailed ☐ Over complicated |
I think this aspect of the game should be way better. There is "recently used" tab, but it holds only 5 or 6 recent objects and is not remembered between levels. There is no inventory quick slot bar, where we could put most often used objects (dreaded radiators that are added to each house and need to be searched each time). There is no tab that allows to add favorite items. No filter by available furniture color, so we may end with putting all furniture in Oak, just to realize the shelf we thought about does not allow this variant. There is a lot of clicking back and forth through categories. Is toaster electric appliance? Is it a small object? Is it kitchen accessory? Who knows. |
☐ None ☐ Skins ☐ "Time-savers" ☑ Direct purchase ☐ Custom currency (gems etc.) |
☐ None ☐ Story progression ☐ Few collectibles / easy to get ☑ Grindy collectibles / hard to get ☐ Require multiple playthroughs |
☐ No saves ☐ No saves, progress carries over ☐ One checkpoint, too rare ☑ One checkpoint, frequent ☐ Manual saves |
☑ Can run on potato ☐ Medium requirements ☐ High requirements ☐ Too low for what is visible on screen ☐ Optimization disaster |
☐ May look good 10 years ago, but not now ☐ Blurry textures / geometry problems ☑ Average ☐ Good ☐ Beautiful |
☑ Nothing to remember ☐ Good voice acting ☐ Good weapons & effects ☐ Good OST ☐ Music flows well with the action |
☐ Resolution, volume only ☑ Basic graphic settings ☐ Advanced graphic settings ☐ Adjustable HUD ☑ Accessibility options |
☐ No map ☐ Basic ☐ Detailed ☑ Minimap ☐ Fast travel |