These are there more for variety's sake than anything else, and on the plus side you're not stuck with a bunch of lame
jumping puzzles designed to extend gameplay time.
Not exact matches
Some of the later sections are quite imaginatively
designed, even featuring Super Mario Galaxy style gravity
puzzles, but they never feel like anything more than a palette cleanser before
jumping back into the main game.
Double Fine
designed Rhombus to be a PlayStation VR experience, so instead of being an action platformer with adventure game - like elements, you'll primarily use the power of Clairvoyance to
jump between people and sea creatures in order to solve
puzzles and help free the party from their induced psychic states.
The End is Nigh features difficult
jumping puzzles and dark humor that we've come to expect from titles
designed by Edmund McMillen.
We started off with his background in the industry before
jumping into
puzzle design.
The
puzzles really help to bring the level
design along with such
puzzles as removing a light bulb from one chain and placing it on the other to make the colony of bats flee their roost, so Baby can progress beyond the bats and having to use a particular mood to produce rain to raise the positioning of the boat in order for Baby to
jump onto the boat.
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.
The level
designs are meant for you to be able to
jump in and play and not feel downtrodden about the occasional complex
puzzles to figure out.
While the physics issues aren't as apparent in
puzzle sequences, since the game was clearly
designed for them, you're still playing a platformer, and a missed
jump at the wrong time means a restart from the checkpoint... and this can get extremely frustrating, because while the
puzzles themselves are clever and fun, the platforming physics are not, and the gameplay working depends on both of those.
Trip Trap Key Features — Single touch original flip - flop gameplay — 4 rooms, 80 well - planned tricky levels — Casual Mode with limitless freedom —
Puzzle Mode with limited number of
jumps — Global leaderboards & achievements — Beautiful graphics
designed to support both Phones and Tablets!