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Test zu Trigger - Nintendo Switch - ntower

Test zu Trigger – Nintendo Switch – ntower

Puzzle. A task to be solved by thought and already existed in our era before Christ. The Strasbourg puzzle book, already printed in our regions, was used in the early 16th century for intellectual exercise and exclusively for entertainment. Since video games serve primarily for entertainment and recreation, there is a corresponding offer in this medium as well. Decades of video games, some prosperous developers have come up with a lot of puzzles and riddles for the oblique gaming community and new ideas are rarely coming. But maybe the induction will make it, the abstract puzzle game with time travel and contradictions?

Without activating the switch, there is no bridge, so there is no way to reach the goal.

Ry Bryan Gale Limited. / Tim Sheil

You are a cube and only if your innate interest is out. Since the shape of your cube is no different, you can only tilt and move to four sides and land on one of your nearest side surfaces. Move diagonally? Not dice! So you are fortunately moving through the flat level, you only have to cross a few stairs, hills or ditches. But since you can’t jump, switches can only help, for example, by closing the grooves with bridges. These are, among others, operated by small cylinders that want to move to the corresponding field.

Initially the simple game concept will definitely become more complex and additional mechanics will be added as the game progresses. Because as a single cube you can no longer reach your goal on the fourth level. The only solution is to call your dimensional, second cube-self, when you press a button, and then monitor your actions at each turn. This trick, for example, makes it possible to activate the switches and thus jump the ditches or you may fall into the specified cylinders from a mountain and push your clone from the parallel dimension to the right place.

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So dealing with your second self is a level that needs to be resolved. As your clone monitors your actions, you may move further and seriously affect the game. The right time is often important. If you have to do some actions and move to another place related to it, it should be time with your clone. Otherwise it has already done all the work. To make it work, the game gives you power over time. You can move forward and fast. The latter is if you made a mistake and do not want to start the scale from scratch. However, at the push of a button, this too is possible and the restart is agreed upon with good animation of the movements you have made. Overall, a level-solving game is defined by the dynamics and exit path. However, the architecture of the later stages became more complex and it was inevitable that its structure would be examined and discovered. But that is what makes the game so attractive and makes the path a goal rather than a goal. Finally how you resolved the situation is shown again in miniature form in the level exam.

You can only solve puzzles with your clone from a parallel dimension.

Ry Bryan Gale Limited. / Tim Sheel

Standing alone at first glance is the smallest presentation of the game. Each level architecture is fully presented to you on the screen and you can see everything at a glance. Each level is dipped in different pastel colors and stands out from the background with a high-contrast version of its color tone. When the dimensions change, the whole level is covered in a different color spectrum. By the way, you can not rotate the levels, which is why it can be a little confusing when you first look and then try the architecture. Some level structures are vaguely reminiscent of the works of the Dutch artist MC Esher. With a shallow electronic soundtrack located slowly under the game, the result is a slightly hypnotic effect – especially when you play in portable mode. The occasional input errors that need to be made are only slightly annoying. But thanks to the previous process, nothing is lost and the mistakes made are reversible.

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Lack of rating at the end of a level is rare in games, but it does exactly that without induction. Once a puzzle is solved, you can use the level selection to go directly to the next one. Evaluating your performance only makes sense when it comes to time, because there are no useless bonus items to collect within the level and the way out of the level is strictly specified, with no alternative solutions. The result is my biggest critique of the linear flow game. I sat happily in one of the puzzles for ten to fifteen minutes to understand how I could get out. I have not yet started the actual process. Optionally a level cannot be omitted. The flexibility in the course of the game didn’t bother me much, but in my opinion it shouldn’t be mentioned.