![]() The design is spot-on: mechanically, the game works as it should and visually it’s a delight. When you do manage to find the right angle to create a connection between the different sides, you will feel a great satisfaction, a “puzzle rush”. If hints aren’t enough for you, you can wait even further until a video becomes available and shows you the exact solution of a puzzle.Įxcluding the really obtuse ones and some that require quick movement, the puzzles in Moncage are full of clever ideas and “a-ha” moments. You see, you can’t spam the clues to go further you will have to try and solve the puzzles yourself. The few than are nigh-unsolvable can be overcome by using the hints that are available with a cooldown. It’s a bit like playing “Where’s Waldo” without knowing what Waldo looks like.Įven so, most puzzles can be solved when you get the hang of it, when you start thinking as the game wants you to. You will not know what you’re supposed to be looking for and the busy areas you need to search will not make it any easier. The sides of the cube contain more and more stuff, you can zoom out of some images thus creating two of them in one place, and a number of the puzzles is just too vague. Later on, around the half point of the roughly 3 hour experience, you will hit many walls. Of course, you don’t just line up wheels and levers. It’s not the most novel approach to puzzle solving, but here it’s done impeccably. Turn the bicycle wheel, the gear rotates and opens a door. Aspects of one reality “bleed” into the next, and you create “bridges” that share two separate functions. If you turn the camera in the right way (as in: correct) you might make it appear as if the two items are one, starting to exist in one side of the cube and then going into the next. When you do find similar items, you start trying to manipulate the space between them. A bridge may remind you of a child’s toy. Now, what you have to do is this: you scan the vistas with your eyes to find things that look alike. Every place is well-designed and has character and a lot of detail, while at the same time everything remains clear. You look at the right side, you see a lighthouse. Every side contains a different place, filled with detail, colour, and its own soundscape too. You have to look at the 5 sides of a cube (I know a cube has six of them one is never seen, here) and try to piece together some similar images. You see, this is one of those puzzle games that play with perspective. It’s an even better thing that its puzzles are great, mostly. It’s a good thing it includes a robust hint system. It gives off this chill, relaxing vibe, but in reality it can get really difficult and frustrating. It’s a puzzle game that looks like it will be a breeze. To play the demo, please visit the Itch.Moncage is hard. In Moncage, there are lots of magical moments, and we wish to leave the players in a mood of awe and wonder. The goal of Moncage is to offer the players an unforgettable experience in the world that is trapped in a cube. The art style combines the two aspects, gameplay and visual aesthetics, seamlessly and beautifully.Īs art students and game designers, we have a strong passion about art and games, and we infused this project with our aesthetics and thoughts: we spent a long time designing the worlds, and we handcrafted all the in-game assets to make sure it would come out as beautiful as we wanted it to be. The art style was chosen typically to accentuate the gameplay: finding the matching parts among the scenes. The game embraces a simplistic and flat art style with vibrant colors. ![]() It is designed to explore the relationship between the in-game visuals and the gameplay. The original intention of this project is to demonstrate possible gameplay that is completely built upon the visuals, so its core mechanic is achieved by a technique called the stencil buffer, and the gameplay is mostly implemented by the manipulation of the cameras in Unity. Moncage is an experimental game that is derived from a shader in the Unity engine.
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