![]() The visuals of the game are incredibly basic yet garish at the same time. It can be painful to move them from one side of a grav plate to another. They move incredibly slowly too with no way to speed them up. They strut around like they’ve got both a broken ankle and a serious case of piles. The space man’s walking animation is terrible. That’s because of a litany of game design faux pas’. Spacing OutĮven during the one enjoyable puzzle in Newtonian Inversion, it’s difficult to enjoy this game. The last level is one of the most anti-climactic experiences I’ve had in years. I completed the last 5 levels in a single try. Sure, more puzzle elements get introduced but the levels actually get easier the further you get within the game. It’s fascinating too that there’s no real difficulty curve in Newtonian Inversion. This was the one shining moment for the entire game. This involved magnetic balls and some precise timing in order to hit 2 separate targets with them. Of the 16 levels in the game, there is only one that felt intelligently designed. Because they aren’t complex, it’ll only take a hand full of failures before the solution reveals itself. ![]() The rest of the levels can be solved with some mild trial and error. One level involves switches that move the grav plates, but because it’s simply the only thing to do around you, the solution just presents itself. There’s literally nothing stopping you from mindlessly (but oh so slowly) floating through space to the exit. In another level, you can jump to a gravity panel and then jump to the exit door. The exit is right there in front of it when you arrive on the other end. They’re more like functional tech demos of a physics engine.įor example, in one level, you simply move through a portal door that’s directly in front of where the space man spawns. At least two thirds of the levels in this game are so straight forward, I hesitate to call them a puzzle at all. As far as I’m concerned, a puzzle should require at least a little thought to solve. The core issue with Newtonian Inversion is that it seems to completely misunderstand what a puzzle game is. By utilising these mechanics, the player must bounce the space man past what ever obstacle the level throws at them to reach the exit. This forces the space man away from the surface. Using switches and a limited use ray gun, these can be switch off. When active (blue), the space man sticks to them like polar opposite magnets. Dotted around each level are gravity panels. In order to do that, you’ll have to play around with gravity. The aim of each of the 16 levels in Newtonian Inversion is to guide the space man to a purple exit door that looks like a ticket booth from an alien fair ground. A silent, incomprehensible video with no real bearing on the rest of the game. That is the full extent of the narrative to this game. This alien/lizard/beast/space man with terrible fashion sense flies through space towards a giant square. ![]() All of a sudden, the egg splits and out shoots this…thing. There’s no music or sound effects and this goes on for an uncomfortably long time. The game begins as an egg flies through space.
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