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I'm puzzled!

Account Mu is an interesting puzzle game made with RPG Maker VX Ace by CashmereCat that was released in 2015 as a demo version. I started playing it expecting just a little sample taste of gameplay, in reality there was a lot to do in this release!

Ok, let's explain firs the genre: in Account Mu we play as a black shadow and the goal is to collect pills and progress. There are not many details about the story, the hero moves inside an abstract environment hearing the voice of... someone.
Is he/she/it a God? Is the developer talking to the player? We do not know and we don't care because we're here to play a game, and Account Mu is a collection of challenges for the player's brain! And this is a reason why I also like the minimalistic graphic style, that is nice and pleasant and it doesn't get into the way or distract from the main objective: solving problems of logic!

In fact in each area our colorless protagonist has to find the way out, and this means exiting different "rooms" (if these can be called rooms, since the abstract world) that involve pressing buttons, moving crates to activate pressure plates, using teleports and taking advantage of some wall springs. And these are just a couple of examples of what you will find inside this collection of puzzles!


Ok, thanks for the explanation, but now how I can leave this place???

I find this to be a sort of "rollercoaster experience": you start with some simple puzzles that becomes more and more difficult, then BAM! Suddenly you find a really easy puzzle (sometimes these aren't even puzzles at all, just rooms where you can learn something new)... that introduces a new mechanic! And then levels become harder and harder until... you guessed it, another mechanic is introduced! For example you start with moving crates that you can push of one space each time, but later you will find boulders that will instead roll and stop only when they find a wall (ok, it may be the opposite, I do not remember what came first, but you get the idea!). Yes, there are not written instructions (except for basics that most players will already know), everything isn't explained, it's experienced directly on the easier (training) levels. Brilliant!

There is a rather large variety of challenges, some levels looks simple but have some "traps" that will force you to reload the level since you will be stuck, others cannot be failed but are so complex and/or labyrinthine that will require many tries to find the exit (for me these were the hardest challenges, but I guess it depends on each player's attitude). In the end no puzzle is excessively challenging (even if the hardest ones will require several tries, but for me this was the fun! All is logical and there is no math involved!), well there is the option to skip some puzzles, in fact to finish the demo you are not forced to solve them all (you just need three pills but there are more, anyway it took me 16 minutes to reach the ending, but I have still SO many puzzles to complete left... and I'm going to try them!).


Oh no! The exit is open but I guess I' m stuck. Time to press that Reset button!

Final Verdict
Account Mu is a game with simple surreal abstract graphics and calm, relaxing music, and lots of puzzles with no time limit but many interesting ideas and features. The dialogues are interesting and cryptic and despite this being a demo there is a lot to play and enjoy (and a real ending that I may confuse it for a real ending, if it was not clearly stated that this was a demo). Unexpected and really enjoyable, I can suggest this to all those who like puzzles and/or wants to make a pause from too many rpg adventures. It's a really stylish and unique game, 4/5!

Posts

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CashmereCat
Self-proclaimed Puzzle Snob
11638
Yes! Thank you for your great review of this game.

I initially planned for this game to be perhaps 10 times as long as it is now! With a full story, with beginning, middle and ending. The story was only beginning to warm up.

Is he/she/it a God? Is the developer talking to the player? We do not know and we don't care because we're here to play a game


This definitely would have been addressed in the long-term story. Maybe one day I'll finish this! I've got a project I'm working on right now ("Paper Thin") but maybe afterwards, I'll quickly make this? Haha.

I find this to be a sort of "rollercoaster experience": you start with some simple puzzles that becomes more and more difficult, then BAM! Suddenly you find a really easy puzzle (sometimes these aren't even puzzles at all, just rooms where you can learn something new)


Ah, thank you for making this observation! This was definitely intentional, and inspired by the Metroidvania genre, where in games like Metroid Fusion, I noticed that once you gained a new power, you would be trapped within that room until you figured out how to escape it. This way, I would force the player to learn the new mechanic before they continued. In some areas, you can try to skip the initial puzzles, moving on to Puzzle #4, for example, without completing puzzles #1-#3. Technically, you could finish it! But I like to think that while Puzzles #1-#3 were optional, they were training for Puzzle #4 especially if you aren't ready yet or don't understand all the pieces and their use.

I was going to expand this to several areas, adding new mechanics and re-using them with reckless abandon! So the idea is that it would just open up into this massive area where you encounter something you don't know yet, but then you learn it later, and come back to unlock that area. If I redesigned the areas today, I would probably have even more "unsolvable puzzles" early on, whose logic was explained in later areas, that you would return to once you realised you knew what was going on. That was part of the initial aspect of the game, but only now do I have enough experience analysing and creating games that I know how to implement this. :D

Thank you so much for this review! <3

I appreciate you, RPGMakerAddict!
Hey happy you like that! You did a great job with this game and I do not care if it's not complete since there's much to play!

author=CashmereCat
This definitely would have been addressed in the long-term story. Maybe one day I'll finish this!


Really? I believed it was going to be left obscure, so I'd not mind at all in any case.

author=CashmereCat
Ah, thank you for making this observation! This was definitely intentional, and inspired by the Metroidvania genre, where in games like Metroid Fusion, I noticed that once you gained a new power, you would be trapped within that room until you figured out how to escape it. This way, I would force the player to learn the new mechanic before they continued!


Yes! I expected that, was a clever idea because this doesn't throw you everything in your face from the beginning but lets you see and experience new things gradually as you progress. And I think that this keeps the player interested and entertained much more.
Gretgor
Having gotten my first 4/5, I must now work hard to obtain... my second 4/5.
3420
I agree with basically everything. I wish the game was longer :(
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