GNOG is a puzzle game, which takes a tactile approach towards solving puzzles. Each level in GNOG resembles the head of a monster, which hides clever contraptions underneath. You can click, drag, slide or rotate different objects on each level to work your way towards a solution. Where GNOG shines, however, is in its presentation. Each level in GNOG involves …
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GNOG is a puzzle game, which takes a tactile approach towards solving puzzles. Each level in GNOG resembles the head of a monster, which hides clever contraptions underneath. You can click, drag, slide or rotate different objects on each level to work your way towards a solution. Where GNOG shines, however, is in its presentation. Each level in GNOG involves bright colours, beautiful sounds and a simple, intuitive control scheme. The following trailer should give an idea of what the game looks and plays like:
Personally, I found that a sense of child-like joy was present on each level of GNOG. The combination of bright colours, a relaxing soundtrack and the cheerful nature of the game really drove this home. The puzzles themselves are also good, with each level following a certain theme (such as a spacecraft, a kitchen, a submarine, a forest etc). The complexity of the puzzles increased as the game progressed, but the level of challenge remained mostly consistent. In a way, GNOG is not about 'solving' puzzles, but rather tinkering with them. On each level, you poke, prod and examine each object to see what it does, then put it all together and arrive at the 'A-ha!' moment. The solution itself matters less than the process of finding that solution via experimentation.
I did have a few minor gripes during my playthrough. The game lacked a hint system, which was frustrating at one or two points. Some of the objects were a bit obtuse to be understood straightaway, so it took a fair amount of trial and error to proceed through these areas. Another minor problem was regarding the rotational elements. I played the game using a mouse, which was rather unwieldy when it came to rotating objects. I found that moving horizontally or vertically was a much better approach in these cases.
I was also reminded of The Room during my playthrough of this game. The presentation styles of these games are poles apart, but both of these games share a few key characteristics - such as a hands-on/tactile approach to puzzles, a priority on discovering the solution over the solution itself, and the idea of small, independent puzzles working together to solve a larger problem.
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