The greatest strength of TempoPo is that his puzzles never frustrate me. Even when I got stuck on them through embarrassingly, trying to fly in the last piece to go successfully, charming pink objects – the title TempoPo – as rhythmically jump from tile plate to tile, collecting musical flowers and reaching a goal.
It is partly thanks to the fact that the latest Witch Beam game does not press me to accelerate every level with lightning. There is no time, there is no restrictions on the tips I can apply, and I can reset every puzzle as many times as I want. This is a wonderfully peaceful puzzle, but if you are looking for a fantastic visual story in the last programmer’s title – unpacking 2021 – unfortunately you will not find it here.
There is a vague appearance of history, mind. After Han’s adolescent girl, mainly the concert, the musical flowers of her garden are scattered at 60 different levels. Its task is to recover them next to TempoPo, using various commands to direct them to each flower.
The commands include redirecting TempoPo in established directions, transforming them into blocks, which other TempoPo can traverse, pushing blocks and even break them to create modern paths or blockades. The game throws all at me quite quickly, where I expected they give me their drips as the difficulty increased.
Each level only gives a constant number of some commands, and most of them are a variety of shattering or flying. At my first 60 levels with TempoPo, I rarely received directional arrow commands, and it was arduous to indicate where the difficulty curve grew and whether I actually improve my puzzle solving skills.
The complexity passes through more sophisticated levels of levels, forcing me to turn the level and check each plate on all sides, and also increasing the number of TempoPs that I have to keep an eye when they jump. Not everyone has to reach their destination – only those who hold flowers – so knowledge, when you can let you fall off the cliff or jump straight into the thorny vine, is also surprisingly essential.
There is a bit of cleverness because I also have to apply every command, although the game never really explains when I can apply them to bend the rules a little. One command used to push blocks can also be used to push other TempoPo in crevices, for example something that I found completely by accident. It would appreciate some stuffing in the right direction.
POP Music PI
The relationship of puzzles and the rhythm of the game works incredibly good, and composer Jeff van Dyck Serne, tactful melodies, when I am in the planning phase of each puzzle, after which I let the music scattered into an confident symphony when playing from them.
Hearing TempoPo reflects along each block, outlines itching deeply in my brain and I can’t refrain from knocking my foot to the rhythm. They are not only my round, pink friends who contribute to the sound landscape. Some levels have again again, the skulls that eat anything on their way – including TempoPo – in a way, in a way crunchy along the tiles in a way he could never.
Proceedings through levels and collecting flowers even allow you to slide them back into my garden, where I feel like creating my own melodies. Each tile can accommodate up to four from the same flower, and I can create songs with harmonizing roses, drums and harp orchids.
All this breaks down in the pursuit of relaxation and a cozy Tempopo, and every 15 levels brings me to the Hana garden to plant all my collected flowers so that she can sing a melody. I did not spend much time in the mode except when I was forced, but I am sure that it would be more likely to have fun musically, creating various melodies.
Unfortunately, apart from Hana’s songs, relatively little narrative can be found in TempoPo. As someone who loves to unpack-this annoying moment when he tries to find a place for my studies without rent in my head-I hope to see some of these amazing subtle visual stories throughout the tempo.
Ultimately, this does not seem to be a priority, which is fine, but I could not resist the wish of something when I moved through each level with a relatively diminutive to do between them. I am not asking for a great movie cutscene or endless text fields here, but it would appreciate something more often to break the puzzle.
As much as I liked the puzzles of TempoPo – I do not want to underestimate their challenge here, and I even had to change the difficulty modes to the adventure, which emphasizes which blocks require command, at one or two levels – I could not not feel like I felt like feeling like feeling like I feel like I felt like something It was missing. Something that can raise it beyond relatively solid puzzles.
Early flowering
I think that the biggest Tempopo problem is that he immediately throws all his tools at you, and then he doesn’t do many to build on them. He does many of the original 60 levels – there are additional levels when you finish the main game, although I still cared about them – sometimes alone, even if not.
But despite this, TempoPo is still a good, solid puzzle. It is also a model game. Part of the time spent on reviewing TempoPo was that I had the flu, and it turned out to be the perfect game with which you can lie on my couch, fighting with any nasty embryos. I can imagine that it will be great to deal with several levels at once before bedtime or in a long weekend morning, challenging a brain enough in low series that you can pick it up and put it back 10 minutes later.
If you are looking for a nice, ponderous cans, TempoPo is one that you should definitely keep an eye on. Engaging and relaxing at once, every level is a pleasure to understand. However, if you are looking for a pocket of an excellent history Witch Beam, unfortunately quite a gigantic seat was taken here.