Tin Hearts is a puzzle game with a lot of ambition, but it faces some challenges along the way. Developed by Rogue Sun and published by Wired Productions, this game features clockwork soldiers that players control, requiring clever manipulation to guide them to each level’s proper exit.
With a development team led by veterans of Fable, Tin Hearts relies on the creative potential of this premise to find fun in re-routing soldiers and causing chain environmental effects. Some parts of the game rise admirably to this challenge, while others feel more stifling than inspired.
Tin Hearts is aware of where many points of frustration might arise in its gameplay. Levels let players loop soldiers whenever working on adjustments in real time is necessary, and most of the difficulty comes from sorting out the order of operations and application of resources rather than obtuse applications. Consistent spatial progression helps refresh the style of puzzles and the look of the surroundings, running alongside a story interested in both the spatial and emotional geography surrounding the central house and the characters within. The final payoffs to the game’s interest in its environment are clever and well-earned.
Unfortunately, although Tin Hearts is never again as weak as in its first act, the later segments of the game still run into some problems. Certain levels use length to prop up the difficulty, and players may sometimes tire of the protracted process of executing a simple solution. Straightforward platforming takes on an increasingly present role, underserved by poor implementation of jump momentum.
The technical complexity of the game’s mechanics, particularly a rewind feature, can cause occasional issues. Most, like an unusually inconsistent camera for a first-person puzzle game, are minor, but rewinding at the wrong time is capable of forcing players to restart at least one long level.
2023-05-16 12:30:05
Link from screenrant.com