Puzzle Dimension: Polish
Well, I’ve just opened up the final cluster. I haven’t delved into it much yet, but the first puzzle in the cluster is significantly easier than the puzzles I had to solve to make it available. In fact, the remaining ones, the ones I haven’t managed to solve yet, are difficult enough that it could take me several days to finish them.
Since we’ve got multiple posts ahead of us, let me take a moment to just talk about how polished it all is. The graphics certainly take advantage of current technology, all bump-mapped and shiny with the appropriate sheen for ceramic tiling or painted wood or whatever is appropriate for your current selected theme. There are four graphical themes, unlocked one by one over the course of play: a yellow-and-brown one with desert-like connotations, a cool whitish one, a wooden one on a green background, and an underwater one. At first I didn’t think much much of them — sure, it’s nice to get some visual variety, but switching themes means I have to get used to how the various tile types look all over again. But then I realized that the background art in the underwater theme — which includes a 3D sea floor, a shimmering surface above, some sea life and rusting barrels and Atlantis pillars — provided cues for remembering my current orientation, in contrast to the more uniform backgrounds in the other themes. It’s hard to say this for sure, but I think this helps even when I’m not consciously paying attention to it.
There isn’t a lot of physics in this game — there’s basically no moving objects other than the ball, and it moves in a simplified, rule-based way, always falling straight down. But there’s one bit of object interaction worth noting: if you brush past a flower — say, because you’re falling through the space it occupies, perpendicular to its orientation — it bends appropriately. It’s a little touch, but a nice one, especially considering that it’s the only sort of interaction that needs such special treatment. What does the game do if the flower is still pixelated? Well, first of all, if you’re close enough to brush by it, you’re close enough to unpixelate it. So it does that, and then the flower bends.
The sounds in the game are mostly arcade-like beeps and boops, but there’s a nice touch in the way the gameplay affects the background music. As in, for example, Peggle, changes in the music reflect your progress. You start off each level with chiptune background music, all square waves and drums made of white noise, and as you unpixelate the level, the music, in effect, unpixelates as well. It’s a subtle effect, because the music remains heavily electronic and synthesized even when it’s unpacked; the thing that really made me start noticing it was the sudden shifts back to NES-quality when you restart a level (something I didn’t do as often in the earlier levels). I suppose it’s an instance of a general theme, that this world, the puzzle dimension, becomes realer as you touch it, more detailed and particular as a result of your experience of it. Even the unlockable themes progress from the abstract to the concrete.
Wait, significantly easier or significantly harder? The rest of the sentence implies the latter.
I’m reading “final cluster significantly easier, remaining unsolved puzzles in other clusters significantly harder”.