Although the real mystery there is why there’s combat at all. Visual hindrance is a problem in combat, too. And while you can consult a spartan behind-the-scenes view which displays the key variables, that often adds obfuscations of its own. But that’s a lot of muddle when you’re looking for sharp parameters, especially when the camera forcibly zooms out to frame larger puzzles. A Tale of Synapse is quite pretty, with backgrounds that graft symbols and geometric shapes onto natural formations of trees and stalactites. It would help if the flowers and other pertinent objects were at least better defined, but this is the other thing. But as the puzzles complexify, crowbarring off the padlocks turns into guessing their combinations. At least early on it’s easy to brute-force solutions, from which you might work backwards to comprehend what you did. Later, a solution is in the number of flowers located near certain symbols, when no such environmental clues have been in play before. In one case, for instance, it’s clear the game wants you to make two sets of cubes and circles add up to 10, but only accepts 9+1 as an answer. ![]() It’s just that often it feels like there’s a gap in the setup, some absent logic to connect the equation in front of you to a necessary course of action. The maths itself is straightforward, either way. Yet most solutions are either strangely simple, or simply strange, based on the information you’re given. Platform puzzles injected with maths, where gates are opened by hitting switches to change numbers to fit equations, levering platforms to align with points on graph axes, or activating pressure panels with polygons of specific dimensions.
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