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8/20/2019 0 Comments

IIN Download] [portable edition]

IIN Download] [portable Edition]



Download ->>> http://bit.ly/31QxQvK

Mirror ->>> http://bit.ly/31QxQvK


About This Game



You play as a wandering soul that takes control of cubes, and needs to bring the right one to the portal, dealing with many forces on the way.

A relaxing and thought-provoking world

The path of IIN is a journey of reflexion and self-knowledge. The calm pacing and the inspiring soundtrack sets the mood and pulls you into an immersive experience.

A mix of physics and puzzle challenges

All levels were designed to defy your mind and your perceptions, with smooth learning experiences so that you can eventually master this world. In this world of perception, you are free to explore and discover new ways to conquer each challenge.

Face challenges based on the whimsical forces of the universe

You have several ways to interact with shapes, natural forces and contrasting phenomena.

Combine your abilities and puzzle-solving skills with your friends

On IIN, two minds thinking better than one is a fact and is on your favor. You can join a friend for a full-on cooperative puzzle experience.

Prove yourself Master of the IIN World

You can play IIN as fast as you can to beat your results in a time attack mode. 1075eedd30



Title: IIN
Genre: Casual, Indie
Developer:
Epopeia Games
Publisher:
Epopeia Games
Release Date: 5 Mar, 2018


Minimum:

  • OS: Windows 7
  • Processor: Any quadcore processor
  • Memory: 4 MB RAM
  • Graphics: On-board graphics set as "performance"
  • Storage: 120 MB available space
  • English,French,German,Polish,Simplified Chinese




    IIN looks beautiful but plays... awkwardly.

    I expected IIN to be a neat little puzzle game. And optically the game delivers with a great aesthetics. But mechanically not so much, or at least not on what I expected to get.

    IIN appears to be a physics based puzzle game, but instead is a platformer with clunky controls. What do I mean by that? Two things:
    1. IIN did not feel like that much of a puzzle game to me. Most of the puzzles (with only a hand full exceptions) were pretty straightforward and so it boiled down to executing the puzzles rather than solving them. There is its own kind of joy in that but not the kind that I want to get out of a puzzle game.
    2. Although the controls are not bad by any means they are simply suboptimal. The physic based control leads to a more sluggish movement than necessary. This in turn makes the platforming parts more cumbersome than they needed to be.

    In conclusion you end up with a game that is mostly about platforming but with controls that are suboptimal for that task.

    So in the end I got only a hand full of these sweet "aha"-moments that I play puzzle games for. And those were counterbalanced by the amount of times that I got annoyed by failing a level because of the somewhat cumbersome controls.. IIN looks beautiful but plays... awkwardly.

    I expected IIN to be a neat little puzzle game. And optically the game delivers with a great aesthetics. But mechanically not so much, or at least not on what I expected to get.

    IIN appears to be a physics based puzzle game, but instead is a platformer with clunky controls. What do I mean by that? Two things:
    1. IIN did not feel like that much of a puzzle game to me. Most of the puzzles (with only a hand full exceptions) were pretty straightforward and so it boiled down to executing the puzzles rather than solving them. There is its own kind of joy in that but not the kind that I want to get out of a puzzle game.
    2. Although the controls are not bad by any means they are simply suboptimal. The physic based control leads to a more sluggish movement than necessary. This in turn makes the platforming parts more cumbersome than they needed to be.

    In conclusion you end up with a game that is mostly about platforming but with controls that are suboptimal for that task.

    So in the end I got only a hand full of these sweet "aha"-moments that I play puzzle games for. And those were counterbalanced by the amount of times that I got annoyed by failing a level because of the somewhat cumbersome controls.


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