![]() The game also teaches you everything through very little instruction. They were fun to find and I appreciated the extra challenge without the rest of the game being locked behind deviously hard puzzles. I liked searching for them, but appreciated that I didn’t have to spend hours pixel hunting the entire game to find them. There are also hidden puzzles that you can easily miss your first time around, but their general area is marked on the world map so you can go back later and look for them. Overall, I think he did a superb job making the controls work for touchscreens, something that’s not an easy feat. But it’s late-game and less prominent than the other lights you encounter. It’s not my favorite mechanic in the game, and it does mean sometimes having your finger covering the action. Much later in the game, you’ll be able to pull a certain enemy towards you by tapping and holding your finger on your own light. It takes a little more getting used to than the joystick, but after some time it becomes second nature. But to keep you from having to move back and forth in one spot to get them to go where you want, the game allows you to double tap and hold your finger on the screen to keep them moving while you stay still. While red lights move on their own in real time, independent of your own movements, orange ones only move when you do. What’s interesting here, though, is that you can control some of them yourself. I mentioned the enemies with different movement patterns. There are a couple of other controls you’ll have to learn and get used to using. But the controls have been designed so well for the platform that I don’t think I can blame any of my failures on the controls, only my own error. If I had to perfectly line up my light with each path, I likely would have gotten annoyed with the game fairly early on, especially as things get more hectic. It gives the game a fluidity that keeps you progressing at a steady speed (of light?). But here, as long as you’re close to the path and drag your finger in that direction, your light will go up instead of getting stuck. In many games, you would have to inch back and line up perfectly with the path before you can head through it. For instance, let’s say you overshoot a branching line that you wanted to go up. It doesn’t require surgical precision - even when some puzzles might! I’m so used to bumping into walls with virtual joysticks that it took me a little while to even realize that I didn’t have to be so exact here. And that way your fingers never get in the way of the action, either.īut the thing that stood out to me the most is how smart the joystick is. It’s also not a big deal if you keep moving your finger to different spots, as it always works. You can place your finger anywhere, enabling you to find the spot that’s comfortable for you. And the game manages that by making the entire screen a joystick. But you’ll spend a lot of time avoiding their death touch, so it’s imperative that you feel in control. Sometimes, you might even consider them your friends. ![]() You’ll also come across enemies with different movement patterns, who will kill you if you touch them, but you also need their help with puzzles. There are switches that move small sections of a path, keys that unlock doors, and all sorts of obstacles to overcome. ![]() The game features minimalistic but elegant, stylish graphics and a chill soundtrack, as you control a small line of light zipping across tracks between bite-sized puzzles on a larger map, collecting stars. And I must say, he really nailed the controls. He made lots of little changes to help it fit the platform, spending the most time designing a smart virtual joystick that felt right. ![]() To make the game one-handed, Brett didn’t just simply rotate the puzzles. In fact, if a game can be played with one hand, it’s about a thousand times more likely that I’ll play it through to the end. I spend a lot of time holding my phone and if a game can fit seamlessly between things like texting, Twitter and Facebook, I’ll spend far more time with it than if it’s stuck in landscape. I’ve lamented other games being stuck in landscape, despite appearing to be perfect one-handed games. And one of those things that made it so easy to keep picking it up again is that, despite being designed originally in landscape mode, the mobile version can be played in portrait with one hand. Every time I tried to take a break from Linelight because of a seemingly impossible puzzle, it kept calling me back. I don’t know how many hours it took me to complete the game, but I spent three days playing almost nothing else. ![]()
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