The other complaint I have with Obulis is the nature of the timing involved to get the physics right. Obulis has a much tighter possibility space most levels must be solved exactly as the designer intended. Personally I would enjoy more levels with open-ended setups, where I can fudge the solution ( Armadillo Run does this fantastically). But sometimes it just feels like the level designer is showcasing their cleverness without any consideration for the player. In my mind, the fun of the game should boil down to the player re-discovering the clever solution for themselves. In order for a puzzle game to become more difficult, the designer needs to do some really clever stuff. My big complaint with true puzzle games is the nature of complexity. Visualizing the total remaining energy will be key to solving the puzzles. There is only so much potential energy in each level, so you’ll find yourself re-routing energy through multiple balls. When a ball rolls into another ball, it comes to a complete stop, with the second ball taking on all of its velocity. The physics engine in Obulis is wholly inelastic, which support many of the puzzle designs. The controls allow you to select and destroy rope as separate actions, which helps with difficult timing (although, annoying, if you use right-click to cut a rope you still have to select it first–it should be one click). You can snip any of the ropes in the game, which usually hold the balls up, but also act as a way to time the release of launchers. You can only do this in one way, by cutting rope. ![]() To do this, you need to manipulate their physical motion. ![]() The goal in Obulis is to get the colored balls to their matching pots.
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