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My brain is soooo sore


Account Mu is an amazing puzzle game created using RPG Maker VX Ace. This review is for a demo version, which I played on December 18, 2014.
Do you think you’re the master of puzzles? Well Account Mu will certainly test any ideas of self-greatness you may have in your little brain. On the surface Account Mu seems simple and certainly starts off on a light foot. But just you wait for the brain pain. This game will require all your brain power. Think you can push those blocks any which way? Well you had better think again. You better have a great memory and puzzles definitely require you to look at them to proceed.




(This is actually one of the simpler puzzles!)


The graphics and sound design of this game simple. The graphics make this game possible. And I absolutely love playing with them. The sound design is basic and thus doesn’t irritate you or get in your way of thinking through the puzzles.

No game is without its problems… And this game isn’t an exception to that rule. The puzzles and the “rules” of the puzzles don’t always seem so consistent. You see that number in the circle over there? Well that could be a switch that you just need to step on, or it could be a switch that you need to push something to, or it could transfer you somewhere else. So the main problem is that the puzzle pieces need to be different so that we understand them. And there are a couple of other instances where you may not be sure where an “arrow” may take you or what that “item” you just picked up was for.




(My brain cried when I saw this.)


If you’re looking for an incredible challenge then go no further. Account Mu is a charming game that you’ll love to play (Though your brain may hate you for it!) I think with all my thoughts I’m justified with giving this game a 3.5 / 5.



Posts

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CashmereCat
Self-proclaimed Puzzle Snob
11638
Hey Kory. Thanks for the review. Glad you found it a challenging experience. I do have a few things I want to clarify. One is that one of the main things I desired to do was to make every puzzle piece consistent. You'll find that every single tile has consistent behaviour. I use the same logic for each one. For example, round tiles will stay activated once you have left the spot. For smaller square tiles, they will be deactivated once you leave them. For arrows, they will transport you to the square that it is pointing to with the same coordinates as the square you are in. Maybe I will give them alphanumeric coordinates to make this more obvious.

You might have been a bit confused by the "over world" concept. Perhaps I should also make that more clear by making the tiles different in the overworld than the one contained inside. So, in essence, all tiles in this game act consistently and that's what I designed this game to be like.
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