Sentences with phrase «too easy puzzles»

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 cpuzzles - Puzzles are too easy - Disappointing ending - No motion cPuzzles 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.
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