What do you get when you blend platforms, riddles, magnets, and a case? Magnibox for iOS ($3.99)! Highlighting a square shaped magnet up front, Magnibox comes in with a guarantee of unwinding ongoing interaction, vivid pixel workmanship, and incredible dimension plan.
While a guarantee does not ensure anything important, and numerous recreations neglect to convey on their focal guarantee, Magnibox isn’t one of them. It is fun, it is beautiful, and it has character—or as much character as an attractive box can, at any rate. There’s no compelling reason to take my pledge on this, however, when there’s a trailer:
Magnibox Review for iOS
Looks quite great, correct? Strong soundtrack, extraordinary visuals, smooth controls… could you ask for anything better? All things considered, the controls themselves, really. While I’ll concede that the controls function admirably, and they are subtle, I don’t care for them.
Before I truly censure them, however, how about we investigate how they really work. Development is dealt with by swiping (and holding, to keep on moving easily) either to one side or the right, and the magnet is actuated by tapping.
No bouncing, no tapping random catches on the screen, nothing. Very exquisite. My objection, be that as it may, is explicitly with respect to iPad controls: Swiping on an iPad, especially when the iPad is upheld by a remain of some assortment, is bulky and doesn’t feel extraordinary. There is a basic arrangement, however: Add a switch for a second, completely tap based, control conspire. Tap (and hold to keep on moving) on the correct side to move right, the left to move left, and the center to actuate the magnet. Basic, iPad well disposed, and no extra UI catches important.
Interactivity, like the controls, is genuinely straightforward: Get the attractive box from the beginning area to the sparkling layout with the star. Basic. But, obviously, for every one of the hindrances forming the riddle.
These impediments run from the straightforward opening, to lasers, holes, switchable squares, and the sky is the limit from there. Some of the time finishing the riddle is as straightforward as filling an opening with a case and moving over; different occasions, it’s as entangled as flipping a few switches, actuating or deactivating a laser, and repulsing starting with one stage then onto the next.
This wide scope of trouble, notwithstanding, isn’t straight. In other words, there might be a few simple dimensions, at that point an, extremely troublesome dimension, at that point another four or five simple dimensions… or there might be a troublesome dimension, a simple dimension, and another troublesome dimension, and after that another simple dimension! It feels as if next to no musing was really put into choosing which levels should start things out and which ought to be utilized as a test. Is anything but an issue with level plan, mind you—Magnibox’s riddles are very much made. They’re simply requested in what is by all accounts a to some degree irregular style.
Magnibox feels especially like a versatile amusement, despite the fact that not in the modest, freemium way that is turned out to be joined to portable gaming. No, this feels like a game made to be played in a hurry. Riddles will in general be exceptionally short, every now and again feasible in less than a few minutes, which means each of the 160 dimensions could be played in just a couple of hours…
in the event that one was so disposed. In spite of that, or rather therefore, it’s best played in short blasts—a dimension here, a dimension there; perhaps a touch of experimentation before at last achieving the arrangement. This ties again into level plan: Each riddle is little, short, troublesome (however not very troublesome), and fits pleasantly into a solitary nibble.
For correlation, Daggerhood’s dimensions were absurdly short… yet additionally exceptionally, extremely hard, much of the time requiring five or more minutes each; Magnibox then again, once in a while takes longer than two. For the troublesome riddles.
While “fun” is surely emotional, and keeping in mind that I wouldn’t have any desire to state it is equitably fun (that is somewhat of a wide speculation), Magnibox is at any rate fulfilling. Gotten a catalyst and destroying to that negative square over there? There’s a strong Thunk when you arrive.
Bouncing through a teleporter? A speedy Bw-ong and it’s finished. Include the cheery soundtrack, the nonappearance of time limits or any sort of weight or feeling of promptness to follow up on something at this moment and you’re in for a single direction ride to glad town.
In general, Magnibox is entirely extraordinary. It embarks to convey an enchanting stage puzzler experience, and it more than achieves that objective. It has a superior inclination, a casual pace, smooth controls, thus, a lot of one of a kind dimensions.
While it could complete a superior employment with its trouble bend and presenting new mechanics, and keeping in mind that I have an extraordinary abhorrence of the swipe controls on iPads, the interactivity and novel feel more than compensate for such minor issues. At its value point, Magnibox is well worth grabbing.