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Review: The Weaver for iPhone and iPad

The other day I noticed the polished icon of The Weaver among the new releases, and I was thrilled to see that it was developed by the Portuguese Pyrosphere.
Pyrosphere might not be as well known as other big names in the industry, but I think it is one of the best developers of puzzle games in the world. I've reviewed other great games by them in the past: Lazors, Chess Light, and Bloom Box.

I wasn't disappointed; The Weaver is excellent, and I couldn't stop playing until I had almost finished it.

There is a remarkable number of ribbon-weaving puzzle games: clearly it has something that appeals to our playful side. I reviewed TAPES just last week, but the obvious precursor of this game is Strata  In my review, I criticized Strata because it was possible to solve all its puzzles using a mechanical procedure. I'm glad to say that while The Weaver looks remarkably similar at first glance, it doesn't have a similar weakness.

The play area consists of a few colored ribbons entering from above. Their paths are blocked by colored squares; your objective is to route the ribbons in such a way that each ribbon exits the screen passing over a square of the same color.
One move consists of tapping one of the intersections. That folds the two ribbons passing there, making them go in the opposite direction. For example here my first move is on the blue and green ribbons, which produces this result:
The blue ribbon was able to exit the screen because it's now passing over a blue square.

Note that the fold only happens along a vertical line: this means that the ribbons always enter from the top, change direction a number of times, and exit from the bottom. You cannot send a ribbon back to the top. This fact can be used for many logic deductions.
For example in the position above if I let the green ribbon go over the red one, there's no way to make it climb back to the green exit. Therefore, I must put a fold on the red/green intersection, like this:
And with a final move, the puzzle is solved.
In this case the solution was unique, but in general the puzzles can be solved in multiple ways. The number of stars you get depends on how many folds you did. Note that you can do as many moves as you want while solving the puzzle; the only thing that matters is how many folds are left at the end.

I haven't verified this, but knowing the quality of Pyrosphere's puzzles I'm pretty sure that every puzzle has only one 3-star solution.

As you progress through the game, there are no additional mechanics: the only things that change are the sizes of the puzzles (which aren't necessarily square), and the number of colors shown on each exit. Interestingly, having more options on each exit actually makes the puzzles harder, not easier, because it adds uncertainty, and the optimal solution is only one.
But there are logic deductions that can be applied to this additional uncertainty, too. For example in the above puzzle there is only one purple ribbon, which must exit from the bottom left. All the other purple exits are just decoys that can be ignored.

Things get more and more complicated and in the later puzzles it becomes difficult to solve the puzzles solely through logic; like in Lazors, you have to also rely on intuition and experimentation.

Often times, you can reach a suboptimal solution rather quickly but then have to spend a lot more time improving it if you want to get three stars.
One thing to note is that, unlike in other games, in this one the ribbon metaphor wouldn't be really needed. Instead of ribbons, you could have had light beams and vertical mirrors: the effect on the puzzle mechanics would have been identical.

However, it wouldn't have been nearly as fun: the use of ribbons is a major element in the appeal of this game. The way how the animate as you make your moves is relaxing and almost hypnotic. I think this game is a perfect application of a game design principle well explained by Ted Brown in an article I read some time ago:
Give [your players] a clear goal, give them a simple way to achieve that goal, give them fantastic feedback, and stop there. It might be enough.
I'd also like to mention that while I've been growing used to recent games running poorly on my old 4th Gen iPod Touch, this one runs beautifully. So don't waste any more time and go download this little treasure.


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: TAPES for iPhone and iPad

I like discovering good puzzle games that might be overlooked by most people. TAPES by Yohei Sato, a brilliant game with a user interface mostly in Japanese, is certainly one of them.
People that follow me on Twitter knew it first; now let's talk about this little gem in more detail.
It's no mystery that I like path finding puzzles. BlockPath, for example, made into my list of the 10 best puzzle games of 2013. I have been even developing one of my own in the past months—though that project is currently on hold.

I thought I had seen everything about this concept. I was amazed, then, to be totally surprised by the rules of TAPES.

The game begins in the easiest way. Start from the dot and fill the grid. Piece of cake.
But soon, something different happens: unlike most other similar puzzles, the paths can instersect. So from here...
... you need to do this.
There is a subtlety in the rules: two paths can go over the same cell only if they pass straight through it, crossing each other. When a path makes a turn on a cell, no other pass can use that cell. So in the above case, it wouldn't be possible to go down with the green path and right with the blue one.

The other surprise is that a path can intersect itself, and this is often required to solve the puzzles. Look at this one for example:
there's no way you would be able to fill the grid without going through the same cell twice. Allowing that, the solution is still unique.

Did you notice that there is a number inside the dots? That's the final brilliant rule. The number indicates over how many more cells the path must pass before filling the board; not one more and not one less. Look at this for example:
It would be trivial to fill the grid doing an obvious path, but you'd end in this position:
That's not a solution because you still have 4 more cells to go over. To use those extra cells, you need to make the path intersect itself.

These rules work perfectly to produce delightfully enjoyable puzzles; 108 of them, in the current version. Most of them are not too hard, but they are very fun, and I think that a major reason for that is because the solutions are simply beautiful to look at; I've talked about "paths" so far, but as you have seen, the game represents them as ribbons, which is a perfect metaphor for the rules.

When you solve a puzzle it scrolls away automatically, but you can pull down the screen to look again at the pattern you just created; something that I've done more than once. I think it would have been more rewarding to give full relevance to the solutions and let the player move on when they want.
The puzzles can be surprisingly challenging to solve. The rules controlling the intersections require a different approach from many similar concepts. You can also use a good amount of logic: for example the cells where a path must end are often obvious, and you can use reasonings about parity to rule out certain combinations.

My main regret with this game is that the user interface is not as good as it could be. Drawing the paths is not very smooth, because if you don't move your finger very precisely it's easy to leave the dots behind. Additionally, I would have liked to simply tap a cell in the middle of a path to erase the rest of it and start drawing a new one. Instead, the only way to erase a path is by drawing it backwards, which can get tedious when the path is long.

But those are minor inconveniences when compared to the fun I had. Highly recommended.


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: Go To Gold for iPhone and iPad

What drew me to Go To Gold by Timur Nigmetzianov was its very nice graphics. I didn't expect that the puzzles would be even better.

I downloaded this game while it was free for a day, and promptly tweeted about it. Make sure to follow me to not lose these opportunities!
Go To Gold is based on the classic Sokoban puzzle, so it doesn't need many explanations. It has however some aces up its sleeve in terms of originality.

But first, the basic rules, in case you don't know them. Your goal is to move some blocks to the indicated positions on the board. You can move the blocks only by pushing them, not pulling; and you can push only one block at a time.

The first level helps getting acquainted with the mechanics and controls, but it also shows what this game is not: it is not one of those games that hold the player by their hand with an endless series of trivial puzzles at the beginning, fearful to scare away the less confident players.

No, here we start with a puzzle which, while very easy, still requires a fair amount of work.
And then the second level already requires a lot more work. At this point, I was already hooked.
What I like about the selection of puzzles in this game is that they are compact, don't contain many objects, but they are very satisfying to play. There aren't many levels in total—they are 64 divided in four groups of 16—but each one provides its own challenge, and after playing the game for a week I'm still fighting through it. Most of the levels are requiring me multiple sittings, because I just can't figure them out. The a-ha! moments when I finally see how it's possible to navigate around the seemingly impossible position are some of the best ones I've experienced in a while.

I found logic to be very useful in approaching these puzzles. The tight spaces mean that there is very little freedom of movement, and in most cases even getting a block on its goal and out of the way doesn't make things any easier. It helps to think backwards from the goal position: there is often only one way to push a block onto a goal tile, which gives valuable hints on what needs to be done before.

I would be happy just having this kind of puzzles for the whole game, because they are that good. But the author has done more: there are four different settings, with slightly different rules.

In the second group, the blocks are colored, and each one needs to go to the goal of the same color.
In the third group, there are no clear goal positions. Instead, your objective is to use some mirrors to reflect a beam of light and make it hit a certain block.
In the last group, there are colored walls which need to be lowered by pushing blocks over the corresponding colored buttons.
Also, extra points for making all levels playable from the start. No frustration if you get stuck on a level: just try another one.

As can be seen from the screenshots, the graphics are very well done. The animations are very good too, and the music is on the same level. This is really an excellent presentation, possibly the best I've seen for a Sokoban game.

My initial reaction to the controls was that your man moves a bit too slow, and it's tiring to have to swipe for every step.
In Sokoban puzzles, how you walk around isn't really important, the only thing that matters is which sides of the blocks you can reach and push. Therefore, some games have implemented interfaces where you just tap where you want to go and the character moves automatically.
However, I must say that the controls grew on me after a while. Swiping requires less precision, so it's easier to play one handed. Also, the game intelligently queues every swipe you make, so you can issue multiple commands quickly and then wait for the character to complete them. I just wish that he moved a bit faster.

I consider this one of the best puzzles games of the year and I strongly recommend it for the quality of its levels.


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: Watercolors for iPhone and iPad

I'm glad to host another review by Roberto Canogar. Hopefully more will follow!

Watercolors, developed by ADONIS SOFTWARE from Romania, is a Free game that was released a couple of months ago. It reached the #1 position in the Education category in 77 countries, and in the Puzzle category in 13 countries (including big countries like USA, UK and Canada to name a few).

At the moment the number of players in Game Center is close to one million. So, we can say it has been a successful game. But, is it a good puzzle game? What are the reasons behind its success? Lets try to answer these questions.

Watercolors is a game about mixing colors and also about drawing. I think that games that let you draw with colors have an immediate gratification. All of us secretly would love to know how to paint.

This game lets you mix colors effortlessly and with a clear objective, something that in real life is much more smudgy. Also, this theme seems to be a good match for the Education category as the numbers above suggest. Other puzzles inspired by these ideas come to mind: Flow Free and especially Puzzle Restorer.

Well, now let's talk about the game mechanics of Watercolors. This game is about mixing three elementary colors: blue, red and yellow. So first we have to get very familiar on how they mix.
Bellow we see a detail of Level 1 and Level 2. The first one (on the left) shows us that we have to drag colors from filled circles to glowing and hollow circles of the same color by following a path of connected white circles.

The second level (on the right) tells us that we can combine colors by dragging a color on top of another one. So we can make a first stroke from the yellow filled circle to the empty spot indicated by the arrow, and then we can make a second stroke from the blue filled circle all the way to the bottom because as we pass the yellow circle the stroke changes to green (Blue+Yellow=Green).


But level 2 can be drawn with one stroke! We start it from the yellow filled circle and we go to the blue filled circle which will change color to green (see left). Then without lifting the finger we go all the way to the hollow green circle (see right).

By solving levels with the minimum number of strokes we gain 3 stars, and for suboptimal solutions we receive 2, 1 or even 0 stars. I enjoy finding the minimum number of moves.

It is quite rewarding to do all the steps that are involved in the resolution of a puzzle. First we have to look at the picture, recognizing the elementary colors and the compound colors and their relative positions. Second we plan our strokes, and third we execute them. Many times the strokes are long and go back and forth the screen, and change several times of color as they pass through different solid circles. Like the next one, that can be solved with one long stroke.
But then, the next level is essentially the same, even the same colors. OK, instead of Snakes (look at the title of the levels) we have to draw a Fancy Glass, but that's it.

The next one, level 10, is almost the same again. This happens often. Level 5 and 6 are equally similar. Then level 11 and 12 are also the same. I often think "OK, I've got it... don't bore me, please!". But this repetition is done purposely, and it probably makes more good than harm. I don't like repeating puzzles, but there must be a lot of people who prefer it this way.

Apart from the tiresome learning curve I would say that the level design is dull. One is rarely surprised by a cleverly designed level. Sporadically, one gets a very tough one (e.g. level 17 of the Three-Colors pack). There is a Pro-Pack which is challenging, but the levels look messy and chaotic. The result is that the levels are not enticing at all.

To add more variety there is a time mode, where we have to solve as many levels as possible in a specific amount of time. But the selection of levels presented in the time mode seems like a random selection of levels from the standard mode. So we may start with a trivial level, followed by a very complex one. There is so much luck involved in the random selection that I don't enjoy it, frankly.

Anyway, I have to give a thumbs up for the presentation of the game. It is mostly white, very clean, nothing groundbreaking but simple and effective. The omnipresent white is a perfect backdrop for all the colorful strokes that you do. Then the user interface is quite good in general, but there are two things I dislike. First, the undo button doesn't discount the number of strokes, so if one wants to get three stars it is useless.

The second problem is that the figures that you paint resemble objects (Snakes, Fancy Glass), so they tend to have many connected circles very close together, much more than otherwise required. So it is very easy to paint a wrong circle, which often implies starting over. This is more of a problem on the iPhone, and it is a big problem when you are under time pressure. In this sense the Grid-Pack worked better for me, because in this pack the connections are made through a grid so it very easy to follow a path.

So, in summary, this is mostly an easy game, and thus very approachable. And even after all my criticism, playing it is an enjoyable experience. Probably these are two of the reasons of its success. But as a puzzle game it could have been better.


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.
 
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