A video game adaptation of a mathematical picture-drawing puzzle that plays like if Picross took a few steps toward Minesweeper.
As with Picross, you have a rectangular grid where some squares are meant to be colored in to reveal a picture. Unlike Picross, here the clues are numbers from zero to nine found in some of the squares, indicating how many of the immediately-surrounding squares (plus the clue square itself) should be filled in. A nine means to fill in the entire three-by-three section, while a zero means all of those squares are blank instead. By starting with the zeroes and nines (or sixes along the grid’s edge, or fours in its corners) and spreading to adjacent clues (a three next to a nine, for example, means the remaining six squares in the three’s area should be blank) you gradually fill in or blank out every square in the grid and reveal the image.
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A 2D retro-styled Metroidvania in a well-developed world with platforming puzzles and varied combat that both make full use of your ever-growing toolset. The mechanics are satisfying and the storytelling is compelling, but the game doesn’t respect the player’s time quite as much as I’d like.
Your main tools are your wrench, which can thwack enemies or turn bolts to activate mechanisms, and your stun gun, which can blast enemies or open certain barriers. Both receive upgrades through the course of the game, granting new abilities used both for combat and for puzzle-based exploration. As a result, the action stays fresh and varied and tests you on many different mechanical skills.
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A jigsaw-like puzzle game with an international theme. Photos and a few drawings from a variety of countries are divided into rectilinear, Tetris-like pieces that the player must arrange to reconstruct the image.
Gameplay is kept uncluttered and manageable on a phone’s screen by focusing only on usable pieces. You start every puzzle with only two pieces; once these are combined several more are added, but only ones that can be used to connect to other pieces you have so far. As you use up this set, more pieces are added, until the full puzzle is present and you can complete the entire image. This is a great system that means that starting a new puzzle is never overwhelming.
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Imagine you’re a kid at a new school deciding where to sit for lunch. Another kid sees you and offers you some candy, saying they have some extra they don’t want. You eagerly accept the candy and sit with the kid. The next day, you run into the same kid and they offer you candy again, explaining that their parents keep packing their lunch with this candy they don’t like. This keeps happening every day - when you sit with this kid at lunch, they give you candy.
Then one day you go to the candy store and see that same kid buying lots of the candy they supposedly don’t like. You realize they are deliberately getting this candy to give to other kids to try to make friends.
What might you say to this kid if you confronted them? Would you explain that their actions are not only clearly manipulative but also counterproductive in the long run - that they may have an easier time making new friends right now, but these people are likely to be put off when they realize what’s going on, even if they had actually enjoyed spending time together? Might you suggest that the kid should focus instead on being genuinely enjoyable to spend time with and seek out people with compatible personalities and shared interests who actually like spending time with them?
This is basically how I feel about games with log-in bonuses.
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An exploration and survival game with building and space sim elements. Explore procedurally-generated alien worlds, scan the wildlife, and collect resources and artifacts. Craft technology and upgrades, build a base, and trade with aliens. Fight space pirates, command fleets of ships, and investigate the galaxy’s mysteries.
It’s a very ambitious game that constantly gets in its own way. Most of the gameplay is not particularly refined or compelling, but the real problems are the places where the design actively damages what would be enjoyable about the game. The spacious and often beautiful landscapes are made for relaxed exploration, but that’s rendered impossible by a tiny inventory and the constant need to refuel the equipment that enables your exploration. Your space suit’s two types of life support, your multi-tool’s two types of mining beam, and your ship’s three types of engines all take different fuels and are always running out.
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