Very good idea.
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Very good idea.
not a bad game or idea as far as playability goes, but i think youve got your timers set a bit on the side of too short since i cant the full 3 star mark(yes i know they arent technically stars). especially making my point is level 11, considering how long it takes to light all those squares in midair over spikes, the timer requirements could use some modification. on that particular level my best is just barely 0:39, far short of the 0:25 3 star requirement and it is frustrating. it is even more frustrating when i think of the fact that if i was to pursue the full game the unlock requirements of needing a certain amount of stars to continue would likely prevent me from playing all the levels.
This game is so basic and simple, yet so creative!
It's different than normal games we find nowadays, because it has a different type of control and even physics, since you try to move it while looking at the 'circled' edges to make the ball to go upwards or downwards on both of the yellow and green colours.
Solo opinion about one of the levels:
My favorite level is the one that the ball gets bigger while the map goes 'smaller', and the perspective gets bigger so we can see the map totally.
As many of the puzzle platformer games based on physics, this game is mostly about the making of an object plot a perfect curve within the constrained space while considering such physical factors, as acceleration and friction. What is unique about this game, though, is that the object itself is not the source of a movement, but a fulcrum. Thus, it is controlled indirectly and this poses additional challenges to the player. This situation actually somewhat resembles the way a scientific experiment goes, in a sense that when dealing with micro particles, scientist can only control the environmental factors, affecting the object's behavior, rather than the object itself. Probably, hence the name.
The friction-based control mechanic possesses great potential, in my opinion, since even in the very few levels I've played the number of ways this simple mechanic can be used is very impressive. The most enjoyable moment was when I discovered that I can uplift an object by rapidly switching between the traction knobs. It was so enjoyable because I did not unlock some new mechanic that was unavailable to me before, but because I discovered a new way to use basic tools I had from the beginning and that motivated me to replay early levels with this new knowledge in mind.
The variety of new mechanics even for the first 10 levels was impressive too. Unfortunately, I was unable to unlock new levels due to the inability to finish any of the first ten with more than one star. This game requires serious dedication in order to master it mechanics flawlessly (even for the first level, the 12 seconds, required for the 3-star award, and even 15 seconds for 2 stars, seemed unattainable to me, even after several attempts). That seemed unfair to me, since I was interested in more content and was unable to get it. Until the 10th level the difficulty curve rises gradually, presenting player with new challenges, but also giving him space to figure out how to overcome them, but after 10th level it skyrockets abruptly, and in a bad way, since the player is not presented with new, harder levels with new challenges, but just forced to repeat same levels over and over again. This makes game feel more like a racing game, than a puzzle, since player is now racing against himself, instead of solving logical puzzles. It shifts its gameplay focus abruptly and with no obvious reason, and that feels like a a fly in the ointment.