Jumping puzzles where you have to place boxes in certain positions.
Not exact matches
Where Scandinavian storytelling meets a colorful 2.5 D platformer; Max offers perspective players classic
jump and run gameplay, smart and innovative
puzzles and a fun and unique gameplay mechanic to boot.
In Aegis Defenders you'll be exploring a level,
jumping over pits, fighting monsters, switching between two characters to solve
puzzles where someone has to stand on a platform to open a door for someone else — and then suddenly the genre changes.
The first thing Bloom * Block reminded me of was the classic game Q * Bert, an early
puzzle game
where you had to guide a character around an isometric viewpoint grid and every time you
jumped on a space you would «paint» it.
Finding platforms to
jump on, crevices to climb through or activating switches to open new areas, all this appears to be decidedly last gen. I found none of the
puzzles particularly clever aside from one
where you use a cart and Trico to propel yourself into the air to access an area above.
Game Pick: «Boondog» (Matthew Hart, freeware) «A
puzzle - oriented platformer largely inspired by Mechner's Prince of Persia series,
where you progress from stage to stage by
jumping and grabbing ledges, moving blocks or barrels, avoiding hazards and activating all manners of switches.»
For one such piece, pounding a platform to unlock a hidden barrel, which shoots you to a sub-level
where you have to defeat four crab - like creatures (
jump on them once, pound the ground to flip them over, then
jump on them once more) before the
puzzle piece appears.
And the Telltale games actually have some really imaginative
puzzle design when they're at their best — stuff like trying to act out a scene in a sitcom with room for the advertising break, or A Christmas Carol - ing Santa Claus himself, or the brilliant time -
jumping mystery on the Disorient Express,
where you have to play the story out of order in order to get clues for the present from the past and future.
You'll find yourself on longer treks in order to solve some of the bigger
puzzles, although there's few very taxing
puzzles in the game, and it's mostly a case of learning and remembering
where things are, dragging around blocks, finding key objects to advance, pulling switches and making risky
jumps in which you sometimes find your fingertips saving you from a nasty fall.