Quadrata

Quadrata

released on Oct 10, 2022

Quadrata

released on Oct 10, 2022

Quadrata is a minimalist puzzle where you control two different characters with the same keys on either side and collect diamonds with a limited number of moves to finish. The difficulty of the game increases gradually, thanks to new mechanics added every 10 levels.


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This game got about everything it possibly could out of its concept, which is to say 90 puzzles. Not so much hard as just needing some process of elimination sometimes, and ultimately just a fun enough way to look at blocks sliding, something that's been fundamentally ingrained into our brains as "ooh" since infancy.

Yapımcının oyuncuların düşünmesini istediği tarzda düşündürebilen çok sayıda olmayan oyunlardan. Oyunun rahatlarıcılığı 20 bölüm ard arda oynadıktan sonra bölümler kafa yormaya başlıyor, parça parça ara vererek oynamak daha iyi bir tecrübe sunuyor. Her 10 bölümde bir yeni gelen mekanikler ve daha sonra bu mekaniklerin birlikte kullanılması oyundaki çeşitliliği artması oyunun akıcılığını arttırmış.

Nice puzzle game that kept me thinking, and each puzzle is really short. Music is whatever and the sounds aren't needed, so it was a great game to play while listening to a podcast. Probably about 30m of this is idle time because I had to get up and go cook oops. 90 levels, introduced a new mechanic every 10 levels and they were all pretty fun to mess around with, especially with how they mixed them together. I got this in a bundle at some point, and I'm shocked to see it's only $2.

Will be checking out the dev's other game, Lovux, at some point.

It doesn't quite have my ice puzzle seal of approval, but the idea of using the same input set for two different puzzles is worth a moon.

My main problem with this game is that none of the puzzles felt like they were hiding any interesting epiphanies. It's more about going through the analysis each level needs. None of the levels are so complex that this analysis is remarkably interesting, although it was a bit satisfying to go through them.

I wonder if my interest in ice puzzles actually hurts this game. Perhaps I've developed such good heuristics for reading and solving ice puzzles that these were easier than they should have been. Most of the puzzles in this game were actaully intuitive to me.

Due to my ice puzzle skills, the main twist is almost helpful as often as it introduces a complication. This is because you can simplify your analysis by focusing on the side that seems harder and also immediately discard any line that would send either square into unrecoverable territory.

The main way the puzzles wear their solution on their sleeves is from the puzzle elements on the board. Most of them are placed there for a reason, so then it becomes very powerful to center your analysis over how you are going to use them. The game introduces new mechanics to iterate on the puzzles, but these actually make them easier in some sense, because they're like beacons to latch onto in figuring out the solution. The levels become less about "how do i construct a path to the goal" and more about "how do i correclty use all these things that are obviously going to be a part of my path to the goal"