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rated 3.03 / 5 stars
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Strategy - Other

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Jun 20, 2016 | 11:22 AM EDT

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Author Comments

Arium is an almost impossible strategy game based on a knight's movement in Chess.



Rated 1.5 / 5 stars

Honestly, This shouldn't be a game. There is no challenge in the game, All you do is just click on cubes in a correct orde, And it isn't a challenge because you caņ't lose, you need to just memorize the order and that's it.

monkeywantbananas responds:

This game doesn't require any memory skills, it's logic, you're playing it wrong. You don't click squares at random until you find a pattern that works, you analyse the board and figure out a set of moves that could take you to each piece on the board exactly once.


Rated 4.5 / 5 stars

I like very much the concept of the game. No bugs found so far (didn't beat the game yet xP) but i must say the music gets repetitive and annoying, as much as i like it. A button to mute it would be great.
Also the only way to restart a level is clicking a tile you aren't meant to, but this also means a misclick can be fatal.

4.5 stars overall for the great idea!

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Rated 3.5 / 5 stars

Original, no bugs, challenging. It's a great game.

I'd just add a save-option and a level.


Rated 4 / 5 stars

It's interesting to see a game based on the knight's tour problem.

Overall this game is pretty nice, however calling it an "almost impossible" game is a bit of an overstatement, as it implies that it's frustratingly hard, which it isn't. Sure it's difficult, but the first levels lets it seem pretty easy, however I assume that the difficulty curve is still gradually (and slowly) increasing, making it fun and entices you to continue playing.

The gameplay itself is simple, yet I don't think it's too simple. It was pretty relaxing, the music didn't get annoying due to its calm style. However I have to say that the first start of the game was a bit confusing, as I thought I had to move the squares (didn't read the 'to'), so I tried to move the square with classic movement styles (first mouse, then arrow keys, then wasd), but got pretty frustrated , even almost to the point where I geninely thought that game was broken for me. However after some minutes I understood that the tile I "selected" was actually me jumping. So saying that you start at a fixed point and jump from one square to another would propably make it more easy to get into the game, or a little tutorial.

The reccommended fullscreen mode was strange to see, but didn't bother me. However it would be nice to have an option to toggle fullscreen on or off, because it seems impossible to make it fullscreen again after hitting escape. Also being able to continue the game later on instead of having to start all over again would also be great, since some don't have alot of time to spend on flash games in one session, but still greatly enjoy games like this. Furthermore even though the simple gameplay is fun, it might get a bit repetitive if played for longer periods of time, as it usually is the case with games with simple gameplay.

All in all it's, as I said, a great game with an unique idea, fun gameplay and very fun, as it's neither too easy nor too hard, however an option menu and (auto)save would be really beneificial.


Rated 3.5 / 5 stars

So after seeing the controversy below, I played a few times and took some time to think about it. You pissed off a few veteran users, but others seem pleased.

First of all, I want to say that this *is* a good game. I think it's a fun and addictive logic puzzle. I've only gotten to about level 10 because it keeps crashing (not your fault, site ads are messing with my Shockwave player), but I think it's graphically as simple as it needs to be, and the music is comforting. So, I disagree with the angry reviews in that I like the game and the challenge. I agree with you that an "undo" button would oversimplify the challenge, and that's coming from someone who usually demands and "undo" button.

What I also agree with, though, is that the game lacks polish in certain basic areas.

1. You should have a level select option. I personally need one because my browser keeps crashing, but on a more inclusive level, this is a quiet, thoughtful game, and I can see many players finishing it over an extended period of time. Do a few levels, go to work, do a few more, go to sleep, come back to it in a few days. Of course, if there are only like 15 levels, that may be unnecessary.

2. Which brings me to my next point. How long is that game? 10 levels? 20? 50? We have no idea how long this is going to go for. Should I quit because I have something else to do soon? Or am I almost finished?

3. This is a big one: I wish there were some way to identify the most recent tile you've activated. On later levels as patterns get more complex, all it takes is to look away for a second, or move the mouse somewhere else, and the player can lose track of which blue tile was the last one activated.
This is critical, because not only are these levels tough to memorize, but where you can click next is dependent on where you're standing.

Maybe have the the most recent spot you've clicked turn red, then switch to blue once you have moved again?

4. I know this is touchy, but I do understand why there's been some hate regarding the instructions. It took me a while to figure out what to do as well. If read in a certain way, the instructions make it sound like you need to actually pick up the blue tile and move to another spot, or that you have to move the tile using the arrow keys or something. Because there is no sprite moving from square to square, some users are getting confused in what you mean by "move" from square to square.

5. On that note, the problem might be solved if you actually added a sprite. Maybe a Chess Knight that hops around the board as you click on squares. This would solve problem 3, letting the player know which square they're currently at, and problem 4, giving the illusion of movement to the game.

6. The music is nice, but we're beyond forgetting to add a mute button. Unless you made this for a time-limited jam, that's just basic game design.

Honestly, I like the concept. It's a fun game, and I'm not blasting you. But consider what your audience has to say and why. They're the ones you're communicating your ideas to.

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