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.
Not exact matches
The game also boasts quite a few different
puzzles and whilst
none of them are bad in design I
found them to be a little on the easy side and I was craving more
of a challenge.
As with most Point - and - Click games, the actual
puzzles can be hit and miss depending on whether you are thinking about things the right way — while sometimes you'll
find yourself logically following the chain
of motions you need to follow in order to accomplish your goal, at other times you might have a different idea as to how you are supposed to progress, and
find yourself baffled as to why
none of your ideas are working — or what you are supposed to do at all.
None of the
puzzles take much thought, and I
found myself constantly wishing that they were more challenging — or, rather, challenging at all.
For me, I've
found a few
of the enemy encounters and
puzzles to be more frustrating than fun... but
none so much that I haven't pressed through them yet, and they aren't outweighing the rest
of my enjoyment.
I
found the
puzzles themselves to vary from simple to tricky but
none of them seemed to be designed to stump players; Apocalipsis strives to balance challenge and the need to avoid frustration.
The side games usually incorporated the kind
of fun, unobtrusive
puzzle that you'd
find in a Christmas Cracker, but they were
none the less enjoyable and really hammered home that the devs were trying to add more to the typical adventure game experience, which is super duper welcome.