You don’t just click the block you want to place to pick it up, and again to put it down. The controls are meant to enhance immersion. I see the rationale behind the choices, but it wasn’t long before I was smashing my head into my keyboard. The controls are a bigger cause of concern. Whether or not you enjoy the visual style has little impact on solving puzzles. By no means an ugly game, Tin Hearts’ graphics lack the whimsy of its premise. The textures, the polygon count, the particle effects, something feels a little bit off. Maybe a more cartoony style would work better. Some might find that charming, but I don’t think it quite works. The graphics, while serviceable, look like they are from fifteen years ago. That being said, there are still some rough patches. You know the old saying: easy to learn, hard to master. And that’s a good thing! Before long, your soldiers will be bouncing and careening around whole rooms, tumbling into contraptions of your own invention. After an introductory set of levels, the game does not waste time in ratcheting up the difficulty. In that department at least, Tin Hearts is pretty unimpeachable. When you solve a puzzle, your ghost hands accumulate ghost energy, which I guess is a good thing? Cursed, trapped in a toy shop, and pulling the strings of your toys to make them do what you want feels an awful lot like a Geppetto roleplaying game.īut let’s talk puzzles! After all, if you’re interested in Tin Hearts, you probably like to get your brain twisted. Every so often you will see your character’s hands, immersing you in the toy shop setting. In Tin Hearts, you are some kind of ghost. My point is, in most strategy games you are an abstract eye in the sky, giving orders but never existing in the game’s world. You also are an embodied character in Tin Hearts, or maybe you’re disembodied.
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