Recent Games

Review: Pair Solitaire for iPhone and iPad

Pair Solitaire by Vitaliy Zlotskiy played a nasty trick on me. I got my best score on the very first game, and haven't been able to replicate it since.
I like this game because even if it has the mechanics of a classic card solitaire, luck is not particularly involved. At the beginning, you have full knowledge of the position of all the cards, so it can be approached like a puzzle.

The goal is pretty simple. All 52 cards are put in a single line. You have to remove them one by one, until you have no more valid moves to make.
A valid move consists of removing a single card which is the same suit or same value of another cards two places away from it.

For example, in the position above you could remove the Ace or the 6 of diamonds because they are the same suit, but also the 5 of hearts or clubs, because they are the same value. The 5 of spaces cannot be removed, even if it is beteween two other 5s, because only the cards two places away matter.

When you're out of moves, the game calculates a score which depends on how many cards you removed, and on which specific ones (aces are the most valuable). Note that if you manage to remain with just two cards, they can't be removed because there is no longer a card two places away. So even if that means "finishing" the game, you won't necessarily get the maximum score. The maximum score would be when you remain with just two 2s.

I'm not sure it this is an original idea or a solitaire with these rule already existed. It might be original, because this is the kind of game that would be inconvenient to play with a real deck of cards, while it works very well on a digital device.

There are many things in the style of the tutorial, user interface, and promotional material that remind of Threes!, and indeed Asher Vollmer is mentioned in the credits.
The user interface is nice, and I liked that you can also play in landscape mode.
There is however an annoyance in how touching a card and then scrolling is handled. The iOS convention is that in such a case the touch should be cancelled, and only the scrolling performed. In Pair Solitaire, instead, if you touch a card that can be removed and then scroll, the card will be removed anyway. This is more of a problem in landscape mode since when playing in portrait you'll tend to scroll by touching the empty background rather than the cards. It's not the end of the world because you can undo your last move (and only the last one). But it breaks the flow.

The game is free, but with a single in-app purchase you can unlock extra features like additional decks of cards and, more interestingly, the ability to compete on a daily challenge. In this game mode, all players are given the same shuffle of cards, and two attempts to make the best score. The following day, you can see the best 50 scores. Actually this doesn't seem to always work, since sometimes instead of  the scores all I get is a cross.
I suspect this might happen when your score isn't among the best 50, but if that's the case, it doesn't make sense. Surely even if my score was lousy, I should be able to see what other people did.

Usually I do my first attempt starting from the top and the second starting from the bottom, though I haven't seen much difference in my scores, so I probably need to improve my strategy.

The funny thing is that I don't quite see what a good strategy could be. In a stroke of beginner's luck, I got my best score so far (remaining with just 4 cards) in the very first game I played. So I thought well, this is a nice game but it's a bit too easy. I haven't repeated that yet.
Looking at the results of the daily challenges, some people regularly end with just 2 cards, so clearly a good strategy must exist.

My main complaint is that when you quit the app, the current position isn't saved and you need to start a new game. I would like to be able to resume from where I left.
This is certainly a good addition to any collection of puzzle games. Thanks to the limited length of the games, it's perfect to play on short commutes.


Summary

Nontrivialness★★★☆☆
Logical Reasoning★★★★☆
User Interface★★★☆☆
Presentation★★★★☆
Loading Time★★★☆☆
Saves Partial Progress
Status Bar

©2014 Nicola Salmoria. Unauthorized use and/or duplication without express and written permission is strictly prohibited. Excerpts and links may be used, provided that full and clear credit is given to Nicola Salmoria and nontrivialgames.blogspot.com with appropriate and specific direction to the original content.

Review: Andy's Trains for iPad

Train shunting is a classic puzzle genre, but for some reason the App Store seems to be lacking that kind of games. The recently released Andy's Trains attempts to fill that void.

The game's title screen surprises, showing an animated railway full of switches, semaphores, and tunnels, where several trains are presumably on their way to solve some complicated puzzle.
Developed by the German Andreas Guenther, this is clearly a work of passion, and even if it looks a bit amateurish in places, or perhaps precisely because of that, it stood out amonge the weekly deluge of new puzzle games.

The objective is a standard one for shunting puzzles: you need to operate a switching engine to move rolling stock around the tracks, bringing them to a given destination, in the required order.
It goes without saying that you can operate the switches; the blue outlines indicate the area that must not be occupied by a wagon in order to let the switch toggle.

The care that has been put in the movement of the wagons is apparent. They closely follow the tracks and move very smoothly. Perhaps even too smoothly, as there is a certain amount of inertia that can make it difficult to move precisely.

An interesting twist is that there can be more than one train to put together. Here you have a green and a red wagon, but you must form a train with green and blue wagons.
What will happen is that after you take those two wagons away from the top section of track, another train will arrive bringing two more wagons.

Your solutions are measured by the total distance travelled by the engine, and you are challenged to take that below a given value. This is a deeper challenge than it might seem at first sight. The following puzzle, for example, had me stumped for a while.
Solving it was a piece of cake, but my first attempt was well over 1km, with the target being only 550m. After many attempts, I was convinced that I had optimized my solution as much as possible, but I was still over the target by a few meters. It just seemed impossible.

Eventually, I had an a-ha! moment and figured it out.
I'm not an expert of shunting puzzles, so I had to invent my strategies, and solving this puzzle made me feel smart. That's what I'm looking for in puzzle games: apparently simple challenges, that however require a significant, conscious effort to be mastered.

The game contains 36 puzzles, which must be played strictly in order. Currently I've done a bit less than half of them, and finding a non-optimal solution was reasonably simple even for an uninitiated like myself. Judging from the screenshots on the App Store, however, difficulty will significantly ramp up as the game progresses.

Apart from bridges and tunnels, which should just be cosmetical, I'm curious about the
humps that the App Store description talks about. It looks like those will allow the wagons to be moved by gravity while the engine is somewhere else. Should be fun.

The one thing I don't like about this game is that to get the shortest distance you need not only to find an optimal sequence of moves, but also to implement it with pixel perfect accuracy, fighting with the inertia of the simulation. This can be repetitive and frustrating. However, that's a fair choice, and fits well with the realistic simulation feel of the game.

What definitely should be added, however, is Game Center support! I'd like to compare my scores with the ones of other players.


Summary

Nontrivialness★★★★☆
Logical Reasoning★★★★★
User Interface★★★☆☆
Presentation★★★☆☆
Loading Time★★★☆☆
Saves Partial Progress
Status Bar

©2014 Nicola Salmoria. Unauthorized use and/or duplication without express and written permission is strictly prohibited. Excerpts and links may be used, provided that full and clear credit is given to Nicola Salmoria and nontrivialgames.blogspot.com with appropriate and specific direction to the original content.

Review: Euclidea for iPad

To put it briefly, Euclidea is a game that every math student should have and, in an ideal world, every adult should like.
The game was developed by the Russian Horis International Limited, which seems to be specialising in apps with a strong maths background. Some time ago they also released Quick Route, a nice puzzle based on the Travelling Salesman Problem.

The concept isn't new; we have seen it for example in the browser game Euclid: The Game. However, the implementation in Euclidea is perfectly done, making it an absolute joy to play.

The idea of the game is to solve geometric problems by using compass and straightedge constructions. For example here you are asked to construct the perpendicular bisector to a segment.
Most of these constructions are things that all of us should have done in school; however, at least in my case, they were thought more to learn how to follow instructions and use the drawing tools precisely, than to understand why the constructions worked.

In Euclidea, you are on your own, and have to figure out what to draw to reach the requested goal. The user interface works beautifully, and as you draw your circles and segments they precisely snap to the reference points nearby.

A brilliant feature, not found in other similar games, is that you can freely move all the arbitrary points in your constructions, to verify that they work in general. For example, here I constructed the bisector of an angle.
The game has already highlighted it in yellow, to indicate that my solution is correct. But I can make angle smaller...
... or larger, and see how the circles I constructed change accordingly.
Some of the constructions you have to make are particularly significant, and after you do them they are added as shortcuts to the toolbox. For example you'll learn to draw a circle of given radius. This is equivalent to fixing the opening of the compass, something not directly allowed in pure compass and straightedge constructions.
The additional tools are just shortcuts that allow you to make common operations without explicitly doing all the steps, but their cost is still computed considering all the fundamental steps (in the case above, 5 moves). This is important because the funniest part of the game is not just to solve the problems, but to do it in the optimal number of moves.

For example, one of the problems is to translate a segment. Using the parallel line tool, this is trivial to do:
But with the parallel line costing 4 moves, this took us 9 moves. To do it in 6 moves as requested, we'll have to be more creative.

Some of the problems are even move restrictive, requiring to make constructions that use only the straightedge and not the compass, or the other way around. Those can be challenging. Find the instersection of a circle and a segment without drawing the segment? I haven't solved that one yet.
The game has been updated several times since the initial release and currently contains 36 challenges, plus some tutorials. Initially the levels must be solved in order, but after some point (I think after unlocking all the additional tools) everything is unlocked. The last few problems are not easy.

My main gripe is that the game doesn't store your constructions, so if you go back to a puzzle you played previously you have to start from scratch. I would have liked to be able to see my best effort, instead of having to reconstruct my steps every time.
I also don't like the horizontally scrolling list of puzzles, which is cumbersome to navigate and wastes a lot of space. A grid might have worked better.

But those are really minor things! The best part of all this is that the game is totally free, with an optional in-app purchase to turn off banner ads. It is so rare to see a game like this so well done, that I gladly made that purchase, hoping that the developers will continue to improve this gem.


Summary

Nontrivialness★★★★☆
Logical Reasoning★★★★★
User Interface★★★★☆
Presentation★★★★☆
Loading Time★★★★★
Saves Partial Progress
Status Bar

©2014 Nicola Salmoria. Unauthorized use and/or duplication without express and written permission is strictly prohibited. Excerpts and links may be used, provided that full and clear credit is given to Nicola Salmoria and nontrivialgames.blogspot.com with appropriate and specific direction to the original content.

Review: Fallin Love for iPhone and iPad

What best time to talk about a game about love than... Halloween?

Surely Fallin Love will have a big promotion for Valentine's Day, however an update was released recently, featuring new levels and significantly improved performance on older devices, so it's worth talking about it now.
Technically, this game by the Italian Chestnut Games should be considered an action game: a platformer, where the usual ability to jump has been replaced by tilt mechanics. However, the action elements are minimal, and it plays more like a puzzle game.

Your goal in every level is to collect a costume (in this case, the astronaut suit in the top right), and reach the exit. Optionally, you can try to collect all three hearts.
You can walk by touching the sides of the screen, but you can't jump. Instead, you can rotate the whole world by turning the device. So if you rotate it clockwise you get this...
... and turning it upside down you get this. Note that as you turn the device your character and the blue block fall according to the new direction of gravity. You must be careful to not make the block fall on your head!
If you don't like turning around your device, there is an alternate control scheme where you only use swipes. However, I found the default controls more intuitive and fun, at least on an iPhone. Playing on an iPad is a bit more cumbersome.

You might wonder why you should be collecting costumes. The reason, sadly, is unrequited love. You're trying to impress a girl, but every time you approach her in your new disguise, she comes up with a new desire. This means that every level has a different costume. That's a really nice touch.
A small number of levels also include enemies that you must avoid. This adds an additional action element, but since your movement abilities are limited, it's more effective to deal with them strategically. They can die in the same ways as you: crushed by blocks, falling on spikes, etc. However, a new one will respawn shortly afterwards, so it's more effective to try and trap them in places where they cannot harm you.
The second world introduces new orange blocks which act like balloons: they float to the top of the screen.
The third world adds the yellow blocks, which join with other blocks when they touch them.
So if in the above level you turn the device clockwise, you end up in this position:
which isn't good at all, because you are now permanently trapped, because the block in the bottom left can't be moved! So you need to be careful of how you let those blocks join.

The fourth world added in the recent update doesn't seem to introduce new elements, but it makes you play with blocks of different type at the same time.
Playing this game is a pleasant digression from the kind of pure puzzles that I usually play. Even if it's a platformer, it doesn't require dexterity, and just using a bit of logic to plan your actions is usually enough. The average difficulty isn't high, but getting all three hearts requires some extra effort and can be tricky in a few cases.

If you want an extra challenge, there's an additional "Hardcore" world which I think can only be unlocked with an in-app purchase. It contains levels which are definitely harder than the rest of the game. The in-app purchase also unlocks all levels so you can play them in any order.

The graphics are cute and polished, with a very peculiar style which I really like. The're also a catchy background music which however might feel too repetitive after a while.

I would have recommended this game anyway, but currently it's also free, so there's really no reason not to get it.


Summary

Nontrivialness★★★☆☆
Logical Reasoning★★★★★
User Interface★★★★★
Presentation★★★★★
Loading Time★★★☆☆
Saves Partial Progress
Status Bar


©2014 Nicola Salmoria. Unauthorized use and/or duplication without express and written permission is strictly prohibited. Excerpts and links may be used, provided that full and clear credit is given to Nicola Salmoria and nontrivialgames.blogspot.com with appropriate and specific direction to the original content. 



Review: Transmission: Connect to communicate for iPhone and iPad

Transmission: Connect to Communicate by Loju technically is a promotional app for the Science Museum, so it might even be confused for an "educational" app. Nothing could be farther from the truth. In reality, it is one of the best puzzle games relased this year.
Launched last week as part of the campaign for the opening of the new Information Age gallery, it received many praises from my Twitter followers, and for good reason.

From the first moment, Transmission is captivating thanks to its gorgeous visuals and audio. The people involved are really talented: from the Loju founders, Jon Mallison and Luke Holland (check their portfolios!) to David Kanaga, author of the music.

The mechanics initially look like something already seen many times: your goal is to connect the nodes on the screen, passing the small cubes from one to the next. The circular nodes are transceivers: you can go to them and them move on to another node. The square nodes are receivers: they always terminate the path.
The number of cubes inside each node indicate how many signals you must send to them.
The interaction is wonderfully presented, with connections that lively animate as you drag from one node to another, accompanied by telecommunication sounds like phones ringing, modems, and so on.

The connections you make can cross, but cannot go through another node. For example in the level below, the node in the top left cannot directly connect to the one in the bottom right.
While playing was fun, during the first few levels it didn't look like things could get really interesting: yes, I was getting more signals to deliver, but it was only a matter of laying down the path. There didn't seem to be anything else to it.
At that point, the game surprised me, introducing an unexpected new concept: loops!
See, in the above level you only have one signal; all the nodes need to receive two signals, so at first glance it might seem impossible. But if you make a loop, that single signal will continue travelling along the connections you had already placed, eventually filling all the nodes.

This is a sensational mechanic, which took me a while to fully understand. The key observation is that a signal can only move to a node if the node has an empty cube, otherwise it stops. You therefore need to set up the loops in ways that allow the signals to travel as long as possible.

After the core mechanic is introduced, the game can also add multiple objectives. One of them is to finish the level with a signal orbiting the node marked with a star. Needless to say, the star is rarely on the node where the most intuitive solution would lead. Other kinds of objectives including solving the level without crossing connection, or using only a limited number of connections.

The levels become even more interesting as new forms of communication are introduced. For example broadcast antennas send the signals they receive to all the nodes around them.
And there's many more; I'm not going to list them all.

Rarely have I felt so challenged by a puzzle game, in such a stimulating way. The puzzles are not difficult because they are hard, but because you really need to stop and understand how things work. The mechanics are both accessible and impenetrable at the same time. This is really an achievement on the designer's part.

Judging by the Game Center leaderboards, the number of people playing this game is nowhere near what it deserves. That's an injustice which needs to be rectified. Download it, now.

Summary

Nontrivialness★★★★★
Logical Reasoning★★★★★
User Interface★★★★☆
Presentation★★★★★
Loading Time★★★★★
Saves Partial Progress
Status Bar

©2014 Nicola Salmoria. Unauthorized use and/or duplication without express and written permission is strictly prohibited. Excerpts and links may be used, provided that full and clear credit is given to Nicola Salmoria and nontrivialgames.blogspot.com with appropriate and specific direction to the original content.

Review: Pokergreen Puzzles for iPhone and iPad

Pokergreens is not quite "the next Sudoku", as its author Ronald Stewart calls it, but it successfully manages to mix the mechanics of classic pen-and-paper puzzles with the rules of poker.
This is the kind of puzzle game that was common in the early days of the App Store: a simple, lackluster user interface, but very clever mechanics. It reminded me of games like CounterbalancE and Combination, which I reviewed when I started this blog.

Here is how it works: you are given a few cards laid out over a 5x5 grid, and for every row and column you are told what kind of poker hand it should contain. At the bottom of the screen you have the cards to use . The solution is always unique.
The great thing about this concept is that the each type of poker hand provides different information, so you need to come up with all kinds of logic deductions to make use of it. This is quite different from Sudoku, where the rule is always the same.

For example in the puzzle above, the second row needs to contain two pairs. There are no 5s available, so the pairs must be two 7 and two Jacks. The last column must be a flush, so all cards must be hearts, so the 7 of spades cannot go there; similarly, you can't put there the Jack of clubs. The only possible combination is therefore this one:
Applying only rigorous logical deductions like this one, you always arrive at the unique solution.

The game also has a tutorial to introduce you to the rules, though I found it a bit confusing and lacking focus. It starts like this:
So I diligently followed the advice, placing cards on the grid, not noticing that after a single move the message at the bottom had already changed:
The information about the poker hands is actually well done, and interactive: you can try bringing any of the three cards over the question mark, and it will tell you what kind of hand you created.
This concept is not new, though I haven't found any other app on the App Store implementing it. I found a couple Windows apps, called (no prizes for originality) Poker Sudoku, and Sudoku Poker. They appear to be very similar, though from the screenshots it looks like a high card hand is simply called "High", without specifying which card is the highest. In Pokergreen, you are told whether the high card is an Ace, or a King, etc. Many logic deductions can be based on that additional information.

The oldest mention I could find of this concept is in the 1999 World Puzzle Championships, as reported on janko.at. Note that in that case you are also told the hand in the two major diagonals, while you are not told which cards to add to the grid (you have a 28-card set and need to leave out 3 cards). Again, I prefer the Pokergreen version, because not relying on the diagonals is more elegant, and knowing which cards to use is more intuitive and allows for more deductions.

I found another interesting one on a New York Times blog, which also has a detailed step-by-step solution by Nick Baxter. The interesting thing about that one is that some clues only show the suit of the card, others only its value. That's a nice twist that I don't think Pokergreens implements, even in the later puzzles.

The user interface of the app works well, though it could use some improvements. I think the most obvious shortcoming is the lack of a proper reward for solving a puzzle. You just get a standard iOS alert, which looks more like an error message than a reward. Some celebratory animation would be in order here.

The solved alert says the time it took you to solve the puzzle and, oddly, gives no way to move to the next puzzle. You have to go back to the main menu and pick a new one. The puzzle selection is odd too, using a horizontally scrolling list.

The time taken also doesn't seem to be paused when you send the app to the background, so in a few cases I was told it took me hours to solve the puzzles, which certainly wasn't true.

Another thing I disliked about the user interface is the behavior of the Sort button. It cycles among many different ways to sort the cards, when sorting by value first, suit second, or suit first, value second would have been more than enough.

The game contains 13 free puzzles, which are not many but should be enough for at least an hour of play, because it takes a few minutes to solve each one. You can buy more puzzles using in-app purchases, but that's implemented in a strange way: you can only buy the "next" 13 puzzles, without being able to see a list of how many packs are available or their difficulty, and no option to buy multiple packs at a discount. I think this is something that needs to be addressed to allow the users to make informed purchases.

In the meantime, if you like strict logic puzzles, this is definitely one to try.


Summary

Nontrivialness★★★★☆
Logical Reasoning★★★★★
User Interface★★★☆☆
Presentation★★☆☆☆
Loading Time★★★★★
Saves Partial Progress
Status Bar

©2014 Nicola Salmoria. Unauthorized use and/or duplication without express and written permission is strictly prohibited. Excerpts and links may be used, provided that full and clear credit is given to Nicola Salmoria and nontrivialgames.blogspot.com with appropriate and specific direction to the original content.

Review: Khaba for iPhone and iPad

Khaba by the Swedish Hello There was released last year, but I only played it recently. I was surprised by it because it has high production values, including full voice acting, but it is relatively unknown.
I downloaded the game while it was free for a couple of days. I promptly tweeted about that; make sure to follow me to not miss these opportunities!

I really enjoy the overall atmosphere and the mechanics of the puzzles. Unfortunately, it looks like most of the development effort went into the aesthetics and too little on usability testing.

The premises are a bit of a stereotypical B-movie plot, which doesn't make them less appealing. You are an explorer trapped in a pyramid, and need to use a beam of light to advance through it. Everything is presented in a top-down perspective view, rendered in full 3D, though the 3D is only for presentation because the puzzles are strictly bidimensional.
To control the beam you use some poles which, when struck by the light, can deflect it in any direction. There are also mirrors on the walls, which are fixed in place and can only be used to reflect the beam at a fixed angle.

In the image above you see two types of poles: the one in the center can only be rotated, while the other two (the most common) can both be rotated and moved around. There is also a third type which splits the beam in two.

When moving poles around, you are constrained by the environment. E.g. if there is a closed door, you can't move a pole through it unless you first open the door.

After warming up for a few levels, the game introduces its main mechanic: when the beam hits the blue orb, you can tap the button on the bottom left and enable an "alternate plane" of light. That starts a beam of blue light, and transforms the screen from this...
... to this.
There are two things to note in that image. The first is that, contrary to common physics, the blue beam cannot cross the yellow beam. So in the above example, to let the blue beam reach the left of the screen you'll need to make the yellow beam hit the orb from the other side.

The other thing to note is that when the alternate plane is enabled, three green scarabs appear. Your secondary objective is to touch all three scarabs at the same time with the blue light. When you do that, you'll learn more about the pharaoh's story, and if you do it for all levels you'll get a different ending at the end of the game.
As the game progresses, the levels become more and more complicated, containing glass doors that can only be crossed by light of the same color, and lots of switches to trigger. It's important to note that switches are of two different kinds: ones that need to be kept lit to keep the door open, and ones that need to be hit only once to permanently open the door. That's crucial to allow progression through a level.

There are 28 levels in total, but if you're thinking that's not many, think again: completing a single level requires many steps and takes several minutes. If you go for all three scarabs (which you definitely should), even more.

Having long levels is great, but in this case it's also a problem because your progress isn't saved: every time you launch the game, it starts again from the intro, and you have to go through the level selection menu, restarting the level from the beginning. This is an incredible oversight for a mobile game, and extremely annoying. Essentially, when you start playing, you'd better make sure to have enough time to finish a level.

But as annoying as that might be, it pales in comparison to how frustrating the controls are. Directing the beams often requires extreme precision, which is very hard to achieve given how the controls have been implemented.

First of all, every time you touch a pole the direction of the bem is reset to the position of your finger, which makes it impossible to do incremental adjustments. Second, as soon as you lift the finger, more often than not the beam direction will be altered, messing up your alignment and forcing you to do it again.

I'll not even mention how often you move a pole instead of rotating it, or the other way around, or you pick the wrong pole when there are two next to each other. Those are minor issues compared to the one above.

And all this is while playing on iPad Mini. I can imagine that the game must be totally unplayable on iPhone.

This is a huge issue. Such poor controls wouldn't have been adequate for an early prototype, let alone a published game.Since I'm not the only one to complain about this, I would have expected the developers to hurry to fix it. Instead, the only update in the past six months was just to add more languages.

I like this game, I really do; but I can't recommend spending money on it unless the controls are improved.


Summary

Nontrivialness★★★★☆
Logical Reasoning★★★★★
User Interface☆☆☆☆☆
Presentation★★★★☆
Loading Time★☆☆☆☆
Saves Partial Progress
Status Bar

©2014 Nicola Salmoria. Unauthorized use and/or duplication without express and written permission is strictly prohibited. Excerpts and links may be used, provided that full and clear credit is given to Nicola Salmoria and nontrivialgames.blogspot.com with appropriate and specific direction to the original content.

Review: RGB Express for iPhone and iPad

RGB Express is captivating from the beginning. It has cute graphics and animations, an everyday theme that can be related with, and it just feels light and joyful.
The Finnish-German developer Bad Crane has clearly been targeting the young and casual audience with this game, and I think they've been quite successful. The mechanics are deeper than a simple casual game would require, but expert puzzlers will need a lot of perseverance before getting to the interesting parts.

You control some trucks on a city map. Your objective is to collect some colored boxes and bring them to their destination. You do that by drawing the paths that each truck should follow; when you are satisfied with the paths, you tap the Play button to check if the solution works or not.
The paths can cross, or touch in a corner, but you cannot pass through the same straight section of road more than once. This limitation implies that you cannot pass in front of a house without carrying a box addressed to it: the game immediately stops in that case, because it would not be possible to pass in front of the house a second time to deliver the package. Actually, as Federico Prat Villar showed me, this isn't entirely true, because when the house is in front of a 3-way junction you would be able to pass in front of it twice. But the game doesn't allow you anyway.

Also, there is a timing element because the trucks can crash into one another, so you have to be careful to not make two paths cross at the wrong moment.
The trucks can pick up more than one box at the same time, but no more than three. That's an important limitation in a few cases, where you might like to pick up four or five boxes at the same time and deliver them later.

The colored trucks can only deliver boxes to houses of their color, but they can pick up boxes of any color. There are also white trucks which can deliver boxes of any color. In that case, your load acts as a stack, so the last box picked up is the first to be delivered. You cannot pick a red and a green box and then pass in front of the red house: you need to deliver the green first.
Another element is movable bridges. When they are open, the trucks cannot pass over them. They are operated by buttons of the same color, found in other parts of the puzzle; sometimes there are two buttons, one to open and one to close.
The most interesting element is drop points at intersections. You can activate them while designing the solution. When they are active, the first truck that passes over them drops its top box, and the second truck picks it up again (of course, the game rules imply that no more than two trucks can pass through the same intersection). This allows you to exchange boxes of different colors.
The game sports 240 levels, but my main criticism is that most of the first half of them are nothing short of trivial, really too simple to be interesting.

There's nothing wrong in being easy, but even then, there should be some challenge, something that makes the player feel smart for finding the solution. When there is no perception of challenge, there is also no satisfaction for solving a puzzle. I didn't feel challenged at the beginning, because in many cases I could literally draw the first paths that I could think of and they would just work. It felt more like grinding than thinking. I kept playing, confident that eventually the puzzles would become more stimulating, but I would have preferred if the game contained half the levels but of higher average quality and with a better difficulty curve.

The first impact with the game has been carefully polished; I was impressed by details like the way how the clouds move in the city selection screen. I think some corners have been cut with the in-game animations, in particular when the trucks take a turn, which feels a bit jarring. I think there's also a bug in the animation of the bridges opening or closing. It doesn't look right.

The user interface is good, but it's intrinsically complicated because of the many paths that you might have to draw. It requires some precision so I found it a bit too difficult to control on a small screen. On iPad Mini it's a lot better. It still doesn't feel completely intuitive, and correcting paths often seems to require more taps than should be needed.

A very nice touch is that while you draw the path for one truck, the game shows how the other trucks will be moving along the paths you have already drawn. This makes it a lot easier to check that the timing is right and avoid crashes.

Overall, this game is entertainment for the whole family so it's an easy recommendation. Be warned that it might require some patience before it becomes really rewarding.



Summary

Nontrivialness★★★★☆
Logical Reasoning★★★★☆
User Interface★★★☆☆
Presentation★★★★☆
Loading Time★★★★☆
Saves Partial Progress
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