Spin-off of the doors: lost fragments
Not bad, much shorter than the previous one but just as enjoyable.
The only problem I have had is that a bug got me stuck in a puzzle that I needed to continue but restarting the game solved it.
It's entertaining but it seemed very short and had a very anticlimactic ending.
The story doesn't hook you much, but you continue because you want to know what happens.
I really liked the design of the boxes and their themes
Not bad, much shorter than the previous one but just as enjoyable.
The only problem I have had is that a bug got me stuck in a puzzle that I needed to continue but restarting the game solved it.
It's entertaining but it seemed very short and had a very anticlimactic ending.
The story doesn't hook you much, but you continue because you want to know what happens.
I really liked the design of the boxes and their themes
Boxes is a very solid Room-like game with a decent number of short, self-contained puzzles and a fairly vague overarching plot. I think some of the visual effects could use a 2nd pass and the ending is rather abrupt with none of the payoff that I was hoping for.
Otherwise I think that Boxes is decently balanced. There's a steady skill curve (although the game is never difficult) and the hint system simply shows you where to look and lets you get along with playing the game. A bunch of different cultural themes and time periods are explored in the game's style with none of it looking too out-of-place.
Otherwise I think that Boxes is decently balanced. There's a steady skill curve (although the game is never difficult) and the hint system simply shows you where to look and lets you get along with playing the game. A bunch of different cultural themes and time periods are explored in the game's style with none of it looking too out-of-place.
Pretty nice, satisfying tactile manipulation of puzzle boxes. It has like 25 different boxes, I think, depending on what you count as a box. Sticks to what you're looking for from the game.
The puzzles are usually more just figuring out what you're trying to do, only a couple of them are really puzzles you have to think about.
Probably not worth 15 bucks, but kind of a nice relaxing use of time.
The puzzles are usually more just figuring out what you're trying to do, only a couple of them are really puzzles you have to think about.
Probably not worth 15 bucks, but kind of a nice relaxing use of time.
Not the first to do this concept but the first one I've played. What I appreciate about this game is it gives itself license to use magic, future tech, impossible space etc but always remains pretty grounded in mechanical principles that makes real world puzzle boxes function. Even though the boxes are just digital shells they maintain a certain verisimilitude that has two benefits: first, gives the interaction a certain logic the player can follow, so pixel hunting and random clicking is massively reduced but still present. Second, the core appeal of a physical puzzle box is the intricate engineering; any game trying to simulate the real thing needs to hold onto that appeal as tightly as possible, or else it's just a very boring point and click adventure.
The puzzles themselves are breezy, they feel "loose" in the sense that you can mostly fumble through them without much intense thought, and while there are no repeated puzzles exactly, a good few are essentially the same process in a novel arrangement. It's not the worst condemnation, but it does leave the game feeling somewhat lacking in substance, especially with the bare bones, unfinished story.
The puzzles themselves are breezy, they feel "loose" in the sense that you can mostly fumble through them without much intense thought, and while there are no repeated puzzles exactly, a good few are essentially the same process in a novel arrangement. It's not the worst condemnation, but it does leave the game feeling somewhat lacking in substance, especially with the bare bones, unfinished story.