Thank you to crnahg_yhor for the game recs
Jan. 8th, 2021 12:36 amQube and Filament feel like very similar games. But Qube worked a lot better for me, and I’m not sure how to explain why. The most I can express is my subjective experience.
In Filament, I would start a puzzle by doing step A, then step B, then step C. I would realize step C must be wrong, so I would undo it and do steps A-B-D. Then I would realize that was wrong too, so I would undo and do steps A-E-F. Then I would realize step A was wrong and everything I did from that point forward was guaranteed to fail. I felt like there was supposed to be some point where I acquired “mastery,” but I was basically acting at random until I stumbled into solving the puzzle.
In Qube, I would see a starting point, and that starting point would usually be correct. Not because it had to be correct, or because the puzzle was so simple there was no other place to start. Rather, because I’d worked through enough simple puzzles in order, I was trained on how to handle the more complex puzzles. After a while, it felt like I had a sixth sense for which steps to take in which order to solve each puzzle.
I’m not sure how much this is on the devs and how much this is on me. In general, the more a puzzle game deals with physical objects with mass and volume, the more I struggle with it. (World of Goo was a nightmare for me.) But at the very least, I can say that Qube is incredibly well-designed.
(Next up: Carto.)
In Filament, I would start a puzzle by doing step A, then step B, then step C. I would realize step C must be wrong, so I would undo it and do steps A-B-D. Then I would realize that was wrong too, so I would undo and do steps A-E-F. Then I would realize step A was wrong and everything I did from that point forward was guaranteed to fail. I felt like there was supposed to be some point where I acquired “mastery,” but I was basically acting at random until I stumbled into solving the puzzle.
In Qube, I would see a starting point, and that starting point would usually be correct. Not because it had to be correct, or because the puzzle was so simple there was no other place to start. Rather, because I’d worked through enough simple puzzles in order, I was trained on how to handle the more complex puzzles. After a while, it felt like I had a sixth sense for which steps to take in which order to solve each puzzle.
I’m not sure how much this is on the devs and how much this is on me. In general, the more a puzzle game deals with physical objects with mass and volume, the more I struggle with it. (World of Goo was a nightmare for me.) But at the very least, I can say that Qube is incredibly well-designed.
(Next up: Carto.)