Suffering from repeated,
too easy puzzles, which are stuffed down our throat, it suffers from its very own gameplay.
Not exact matches
The 6 - 8 piece wooden peg
puzzles work great for one year olds, as they aren't
too overwhelming and still
easy for little hands to manipulate.
So one big piece of the
puzzle was that my iron was
too low for
too long... I had been midly anemic in sep 2016... and went iron pills, but my ferritin as an endurance athlete was not high enough (never got above 42 and ideally would have been at least 50)... so they put me back on iron pills and b pills... and a multivitamin... i am mostly vegetarian female endurance athlete... so this nutrition issue definitely contributed to my overtraining... I am feeling hugely much better after three months of resting... walking is getting
easier at longer distances... I may start doing steady state stuff for 15mn at a time... nutritionally my body was in the hole... and it may take longer still to recover... but at least now I feel normal most of the time... and all tests have been normal...
The story and writing are atrocious, the characters are forgettable, and the
puzzles themselves are
too easy.
So, this is not a graphic adventure, since the
puzzles are way
too easy (hell, everybody around tells you exactly what you have to do next, even your own character does), and this is not an interactive story either, since even if a few non important conversations play a little different in each playthrough, the major outcome will always be the same.
It's an interesting graphic adventure, but in the end the narrative feels less and less focused, and the
puzzles are way
too easy for veterans of the genre.
It's a fairly even mix of the good — high production quality, some fun
puzzles, pretty solid story — the bad —
too linear,
too easy,
too many timed
puzzles — and the ugly — the aforementioned underwater maze.
Some may find the
puzzles too easy, but this is more about the journey, the characters and the story.
The Turing Test provides interesting story and characters, but the
puzzles are a bit
too monotonous and
easy.
Sadly a little
too easy for the hardcore
puzzle gamers.
It's short, the story loses grip, and the
puzzles are far
too easy throughout.
The
easiest puzzles are at the beginning of the game, obviously, but none of the cases ever meander
too far into «difficult» territory.
Given, the
puzzles are relatively
easy, only a few had me stumped but not for
too long.
My only issue is the
puzzles are
too easy.
Sure, it's a slightly different
puzzle game than what we're used to, but even with better - looking graphics, Gem Smashers is showing its age and is just
too easy to play that it doesn't even feel like you're playing a game unless playing Battle Mode.
One of the main criticisms I've heard about Artifex Mundi's titles is that all the
puzzles are
too easy and don't really offer much (if any) challenge.
If the
puzzle is
too easy or difficult for your students, see instructions below for adapting the «Anagram Family Time» activity for your grade level.
If this
puzzle is
too easy or difficult for your students, see the instructions below for adapting the «It All Adds Up» activity for your grade level.
If this
puzzle is
too easy or difficult for your students, see instructions below for adapting the «Seven - Letter Scrabble ® Spell - Off» activity for your grade level.
I actually prefer detective / mystery games with clever
puzzles over the basic object search, as long as they are clever and not
too easy or way
too difficult.
At its very core lies the tricky proposition of balancing out the difficulty of the
puzzles:
too hard and players may find themselves stuck and unable to move forward — although with guides just a Google search away that's not a huge problem these days — while if they're
too easy no satisfaction is gained from their completion.
Arguably the made the core game's
puzzles a bit
too easy at times, but levels in the DLC are more clearly designed to handle these new powers and skills.
The
puzzles, on the whole, are pretty lame, far
too easy and uninspired, coupled with a combination of the previous two complaints they can lead to cheap deaths which seem to serve only to address the biggest problem with «Dante's», the fact that it's just far
too short, a play through on the normal difficulty setting can be done without much trouble in around 6 hours and with no achievements for completing the game on harder difficulties, there's little incentive for doing it again.
As I've already said the game's
puzzles are a bit of an inconsistent bunch, with some
puzzles being
too easy and others following a strange logic that makes them a bit annoying to solve.
+ Very immersive + Well designed and acted characters + Interesting
puzzles - Puzzles are too easy - Disappointing ending - No motion c
puzzles -
Puzzles are too easy - Disappointing ending - No motion c
Puzzles are
too easy - Disappointing ending - No motion controls
Yet I can't help but feel that I'm being far
too harsh with Gomo, because perhaps it's aimed at kids, and when viewed from that perspective it sort of makes sense — there's a simple tale about getting your best friend back,
easy to understand
puzzles and a cute animation style which succeeds in giving Gomo himself a good bit of personality.
The
puzzles range in quality with most being a quick solution that is solved with clues around you and the occasional
puzzle that just seemed
too easy.
Puzzles are everywhere, not
easy and not
too hard, I did sit there on times scratching my head wondering how to complete some of them, but not
too long.
The
puzzles you encounter have enough difficulty to them to keep the game from becoming
too easy and also introduces new gameplay mechanics at a nice and steady pace.
And some of the
puzzles aren't even required to make progress but are there to keep bonus items out of reach, and the rest are simple enough for casual gamers while not being
too easy for the hardcore.
Too -
easy puzzles, on the other hand, would feel pointless without the player getting that sweet mini-rush out of feeling like they did something clever.
One of the things I didn't like about the last few Lego games is that the
puzzles are
too easy to solve.
Contrast — Like Rime, I thought the
puzzles were a bit
too easy.
Rime — The atmosphere is great, but the
puzzles were a bit
too easy, played out, and predicable for me.
Everything in the game leading up to the bosses are not all that complicated, the
puzzles should be somewhat
easy at most times and the enemies you encounter shouldn't give you
too much frustration, however once you encounter the boss the entire game difficulty changes radically and the size of the bosses also helps put the overall difficulty in perspective.
While it's
easy enough to navigate in the platforming sections, with characters either invisibly following one another or separately tackling
puzzles, positioning them all is just a little
too clumsy to always be fun.
Sure, it's a slightly different
puzzle game than what we're used to, but even with better - looking graphics, Gem Smashers is showing its age and is just
too easy to play that it doesn't even feel like you're playing a game unless playing Battle Mode.
It's so
easy, the characters themselves give away the
puzzle if it feels that you may be moving
too slowly.
I actually played some of the old Silent Hill games and the
puzzles are very excellent, Amnesia is
too easy and thoughtless compared to this.
Some
puzzles a nice challenge... some a bit
too easy.
The
puzzles were a bit
too easy and there was a lot of walking around but it was worth it for the entertainment value.
It also throws in a bit of
puzzle solving just to make sure nothing is
too easy or hack - and - slash.
I find that the
easy puzzles are perfect for a quick play, as the more challenging ones that require scrolling involve
too much material to track.
While the streamlined
puzzles make the difficulty level a little
too easy at times, they are challenging enough to give some satisfaction when you solve them.
The
puzzles are well done, resting comfortably between
too easy and
too difficult, and the game doesn't overstay its welcome, finishing exactly when it should and with one of the most left field and exciting conclusions that I have seen in some time.
But it is
puzzling,
too — there is little thematic cohesion, and while it is
easy to seize on Colen's artistic and cultural references, the substance of his own ideas is more slippery.
Puzzles start out simple enough but are likely to get increasingly more challenging, so if you value games that aren't
too easy but also not mind - numbingly hard, this should fit the bill for a nice game during downtime moments or for larger chunks of free time.