
Tiles is a unique action-puzzle game that will both convolute your mind and burn your finger tips!
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About




Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
[h1] Move your cube around and try to get to the end of stage but be careful, each tile must be stepped on once after that it disappear beneath your cube so be quick. [/h1]
Great game if you want to keep your insight sharp you need to find the correct path and go over each block in order to make it to the end https://www.youtube.com/watch?v=tu9UN3waJD4
Tiles: ~~~~ Are you of a competitive nature, with great finger coordination and dexterity, enjoy clearing levels as fast as you can under a time limit, and most importantly, enjoy puzzle games? Here is your chance to put your skills to work, with Tiles! Oh, make sure you have a bowl full of ice cubes right next to your keyboard for your fingers - you’ll need it, let me tell you! Tiles is a fast-paced puzzle game where you must move a white tile (your cursor) from a green to a red tile while clearing all the blue tiles off the grid in between. It’s a lot of tiles! The game has 90 levels to complete (standard) as well as another 1,000 levels + to play via the world option. These are levels created by other players with the level creator within the game. The first few stages are pretty much a tutorial and are very easy to complete. However, the difficulty will increase rapidly as the tile patterns within the grid become less obvious, making it harder to see which route to take. On top of that you need to be careful not to fall off the blue tiles track. Other coloured tiles will also be introduced to either help you or to make it more difficult for you to reach the red tile. Fun . . . fun. . . fun . . . So, let’s look at the gameplay. A specific pattern will appear at the start of each level. As you move your cursor (white tile) onto the dark blue tile, the tiles will start to fade, and will disappear within a second or so after having been touched. As you progress, other tiles are introduced. The light blue tiles are useful in complex patterns; as you hover over or touch them, they will become dark blue, which means that you can hover over that tile a second time until it disappears. The purple tiles will not vanish at all, which can be a blessing to help you access your next move. The orange tiles are a bit of a bugger, to say the least, as they disappear and reappear based on a timer (the time can vary from 1 to 10 second intervals)! The last one is the yellow tiles which will vanish at a certain time within the level. To me they are the hardest to deal with as they give you access to a specific part of each of the patterns. To give you an idea, on some occasions these yellow tiles will vanish as soon as the timer reaches 6 seconds. So, if you don’t know which route to take, or you are not quick enough using your fingertips and clear all the blue tiles attached to the yellow ones, you’ll have to restart the level again and again. It can be very frustrating at times. If you’d like to have a bit of a training session between the levels, just go to the world option and give your fingers a bit of a test before re-attempting a specific level. The other alternative is for you to create your own patterns by using the level editor, and upload them onto the world stage to challenge other gamers. On that point, you must be able to beat your own level before being able to upload it. The graphics are nice, as is the soundtrack. In terms of controls, you can use either the keyboard or your gamepad. I think it would be nice to have the ability to use the mouse in the level editor, as it can become a bit fiddley with the keyboard or gamepad. Positives: ~~~~~~~~ + Nice graphics + 90 levels to complete + Difficulty increases as you progress + Great level editor + Achievements Negatives: ~~~~~~~~ - No trading cards as yet - Can become frustrating at time - You might lose sensation in your fingertips! 😉 Simple mechanics, fun and challenging! Test your finger coordination with Tiles! 7/10 Key provided by developer/publisher for review purposes. Any opinions expressed are entirely my own! [quote][url=https://www.zeepond.com/reviews][b]EPIC “THE CPT FROGGY” REVIEWS UP NOW ON ZEEPOND, THE HOME OF THE ALMIGHTY FROG![/b][/url] [url=http://steamcommunity.com/groups/thecptfroggyclub#curation][b]FOLLOW THE CPT FROGGY CURATOR PAGE HERE[/b][/url] [url=https://www.youtube.com/channel/UCZchpsMdA2hDYJKZgOPdo_w?view_as=subscriber][b]SUBSCRIBE TO THE CPT FROGGY YOUTUBE CHANNEL[/b][/url][/quote]
Tiles is a puzzle/reaction speed/quick thinking game where one must get from point A to point B while crossing certain tiles, some once, some twice, and some are optional. There are a couple different tile types, not too many to make it over complicated, but plenty to keep it interesting. Perhaps a few more could be added to give it more variety, but it's certainly fine in the current state. It's a simple concept very well expanded upon. There's a long campaign of levels the developer made, as well as "World" maps which are made and uploaded by players. I've had a lot of fun with both of these level sets and appreciate the dev's commitment to adding the user-created level feature. The level editor is well made and easy to learn and use. As the game isn't extremely popular, there isn't quite a steady flow of player-made levels, but that is no fault of the devs and I believe the game will still keep one occupied for at the least several hours. If you want to make interesting puzzles in the format of Tiles, I would definitely recommend it! The achievements set goals and mark your progress in the game, as well as being of medium difficulty to 100% for achievement hunters. The developer is active and adds new features every once in a while, such as a local multiplayer mode. He has a Discord channel and is great to chat with, as well as the rest of the community! I highly recommend Tiles, especially at such a low price. It isn't a mind blowing or extremely addictive game, but definitely a fun one. It has a smooth and high quality feel to it, and that's really important to me. The overall concept is unique and something that I believe everyone will enjoy, in one way or another. 8.5/10
See you in the dark abyss With so many games coming out, there are occasions where puzzle games appear. Some having a complicated concept that can easily go wrong depending on how you handle the different aspects. While others can be appreciated for taking more of a simple root. Tiles is one of those games. To it's core, Tiles is a simple puzzle game containing 90 levels. Only needing your eyes and the basic knowledge of how to move around that many other games use. Greeted by upbeat music, each level will have a tile design ready for you to complete. Starting on a green tile, you must get all of the blue tiles to crumble after stepping on them for the exit, or red tile, to become solid. Other tiles, differing in color, are incorporated alongside these as well, such as orange tiles will fall and reappear and yellow tiles falling as their time runs out. As easy as it sounds, playing it gets much harder. As levels start out easy so you can get the feel for everything, it gradually gets harder as new designs utilize the different tiles more and more. At first you will be able to see exactly where you go with the small levels. Soon this will quickly not be the case as it switches to trial and error. Of course this will centrally switch as some can be obvious or be a combination of the two. Through the more harder ones, replaying the level is essential rather than trying to plan the route beforehand. Each step you take helps in solving the puzzle whether it caused you restart or put you closer to solving it. Remembering the steps you took and your mistakes so you can avoid them again helps decide the next steps to take as well. Sometimes you can have it totally wrong and have to think of a different path to take, which can turn out to be correct all along. Afterwards seeming like such an easy solution how could you not figure it out before than. Speed and accuracy is incorporated into this, especially with being able to fall off of an edge, blue tiles being able to collapse under you, and orange tiles coming in and out constantly. It can be easy to fall off of the edge, even happening in the late levels, especially when you are going fast and not necessarily counting tiles in front of you or not caring. While speed can go with the more faster levels or when you are backtracking before the blue tiles disappear. While generally both can be applied, especially when the tiles going out based on timing are in place. The orange tile is the most common to cause a lot of trouble as you can easily go over the space just as it disappears. The use of the different tiles in this way adds a hint of complexity to the puzzles. Not just that you are picking off tiles but also basing your movements off of the need to keep up the need for speed. The lack of the background does help you focus in, no distractions that can grab your attention away from the tiles. With a game focused on accuracy and speed, the controls need to be responsive. Luckily this is the case as it keeps a consistent reliability throughout the game with both controller and keyboard. Though I did lean towards keyboard as it allowed less movement to pick up speed. You want to be competitive with Tiles? With each level is a goal time that you can beat yourself, marked with a star, even if you get it right on the dot. While finishing a level can be rewarding, finishing it under the goal time is even more so. You can also speedrun it by never going back into the menu and enduring the wrist pain that will come with playing Tiles for a long session. However, the biggest bragging right you can have is the impossible challenge. As all these can be found as the game's achievements, it can't help but be enticing. Simply speedrun Tiles without dying in any of the 90 levels. If you are interested in getting every achievement, this game will certainly last more than a couple afternoons. Whenever you fail it feels it was your fault, not the game lagging in a small way. With this the case, the fast respawn allows for a quick replay for the level, especially with how many retries a level may need for you. A death screen would certainly take away from the pace and the zone someone can be in. While it can be annoying, especially with the death sound, it certainly helps the player remember their route and how fast they need to go. Even with the challenging 90 levels, there is a level editor within the game. While I did not do much with the level editor, it is easy to navigate and use. Seeing all the different creations and playing through them is a nice experience and break from the main puzzles. Even if they can be as hard as the main ones. [h1]Overall[/h1] + Very easy controls + Controls responsive + Fast respawn + Level creator - Wrist pain Tiles may be simple, but uses this to make a challenging puzzle game. The responsive controls allows the player to know they caused the death, not the game, as they try to go through levels adjusting to the speed and accuracy needed. The only downside being the wrist pain you can get with a long play session. Along with the goal time being there for you to beat and the level creator, it does give you many opportunities to play more after finishing the main puzzles last. [code] Tiles was provided by [url=http://saveorquit.com/author/ripwitch/] SaveorQuit[/url].[/code]
Despite being tagged as a puzzle game there is very little in the way of puzzle content here, its far more about reflexes and keeping your cool as you move around as fast as you can. It can be a lot of fun for something so simple. Levels start to get more complex, and a little more frustrating, but largely the difficulty ramps up quite well... Until level 76. I not only finished the levels but got best time on all of them I unlocked, but level 76 is so far beyond my skill I couldnt get half way through it in countless attempts. There is no variation of paths on it, its one spiral route you have to follow with precise timing and it goes on for two or three times the length most levels are set to. Nice while it lasted, but killed by a difficulty spike that went from tough to beat, to completely pointless to continue trying. (I can forget about the achievements. I dont know whether to be impressed or worried by the fact some have managed to get them all.)
Less a puzzler, more of a reaction twitch game - finish each room by stepping on every tile, once or twice before it vanishes or in the right rhythem. Graphics and Sound are very basic. There is little to engage one. All in all I find it too bland and a bit boring.
As I write this, Tiles is on sale for 59 cents. I'd say it's worth around that much- I certainly wouldn't have been disappointed with what I got for that cost. At the normal cost of $4, however? Well, I beat the game in around 80 minutes. Spent 5 minutes in the level editor seeing how that worked (it's a good editor!) and then 15 blazing through 100 user levels for the last achievements. Yes, that means I attained 100% completion in less than 2 hours. In terms of gameplay, you move a square around a grid of squares to step on all the blue squares without falling off, with the blue squares falling about 10 moves after you step on them when moving at full speed. Notice that "at full speed" part- that's crucial to the game. Tiles brands itself as a puzzle game, but other than plotting a rough circuit through the latter levels, it's pure twitchy action. You have to keep moving as everything is tied to real time. I'm a huge fan of Chip's Challenge, another puzzle game that has many real time mechanics, but in that game they work near seamlessly. Here? Here they just serve to frustrate more often than not. There are 7 types of tile. Green, where you start, and can be stepped on infinitely. Red, where you end, and can only be stepped on when all tiles are set to fall. Blue, which fall and must be cleared. Frosted, which stand infinitely until stepped off of, at which point they become blue. Purple, which stay forever. Yellow, which start out a level set to fall. And lastly, orange, which act like purple, but appear and disappear. Orange tiles are stupid. You may recall that I emphasized at full speed earlier. That's because you often have to double back across a few already stepped tiles in order to keep progressing. Well, with the blue tiles set to fall, you can find yourself in a position where you have nowhere to go but the orange tile in front of you that's currently inactive and now you're dead because you didn't wait a tile beforehand to delay the last blue one falling so you could actually get to the next orange. Or maybe the orange is there and you step on it and it falls immediately and go do the entire level over again. It says a lot that I audibly groaned when they kept appearing in all parts of a level near the end of the game, and always tried to prioritize sections with them. Let's talk level design real quick. The designs were mostly uninteresting symmetric arrangements, and I'm not sure if the uninterestingness was due to weak design or weak mechanics. I feel like there's some potential here that went untapped, but despite the editor I'm not coming up with anything off the top of my head, and the small community for the most part didn't either- the 100 custom levels I played were often 5x5 simple paths. There was one that stuck out- a level shaped like a bomb that gave you about 15 seconds to complete it before the yellow tiles fell. That was awesome! Why wasn't there anything like that in the main game? It would have explained yellow tiles decently well, too! Oh right, main game design. Pro tip: making the player do the same thing 4 times, once in each corner is bad design. If they can do it twice in a row, doing it 4 times is just tedium. Don't do that. Tiles does this for most levels, especially in the endgame. Those that lack fourfold symmetry still have twofold symmetry, which really doesn't help. It's times like these I wish Steam had a "meh" review option.
I Love The Game Itself, Its Fun And You Can Post Your Own Work Online! I Used To Play It On Roku But Now.. I Do It On PC. And Plus I Like That You Can Buy It For A Low Price Just 3.99!! But, The Thing I Don't Like Is SomeTimes Its SOOOO Slow. But I DO Recommend This Game To Somebody Who Likes To Make Things And Post Things Online! >w<
Les jeux de reflexions c'est pas mon fort, mais pour le coup je me suis laissé tenter par ce Tiles qui paraissait proposer un petit plus original. Le principe est simple, comme souvent : le plateau de jeu est composé de cases de couleurs. Vous partez de la case verte pour finir sur la case rouge, tout en ayant pris le soin d'être passé par toutes les cases du plateau. Mais voilà, certaines cases doivent être touché 2 fois pour disparaitre, d'autres disparaissent trés rapidement ou lentement vous laissant la possibilité de repasser rapidement par elle. Pas évident à expliquer, mais ça marche trés bien. C'est de la reflexion rapide avec de l'agiilité requise pour vous en sortir. Il y a une floppée de niveau, et le gameplay est progressif : il y a souvent de nouveaux types de "cases" qui vont bouleverser les habitudes prisent 2 minutes avant. Ajoutez à cela un mode multijoueur (local) compétitif et vous passerez de bons petits moments (pas plus de 30 min pour ma part pour une session). + Concept Reflexion+agilité - Pas de multi online
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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