Difference in perception has boggled the minds of many since the dawn of time. Depending on what way you look at an object, it can appear to be something completely different. Qbism uses this maxim as a basis for puzzles, by having you slide cubes into a 3D outline. The twist: you use viewing angles to your advantage.
Every puzzle in Qbism can be rotated to any of its six sides. The trick is to slide the cubes in the right direction so that they are inside the outline. It’s tough to explain, but the idea is that your ability to complete this task relies on the angle at which you perceive the outline. A great detail the developer added is graphical recognition to make it easier to see when you have positioned the cube correctly.
Uh, I think I broke the Rubik’s cube.
For a game that is based around perception and visual depth, having graphics to fit this need is important. Luckily, Qbism’s graphical design is executed perfectly for the cause. On the gameplay side, cubes will appear a certain shade of their color depending on their distance from you. Beyond this, the colors are vibrant and 3D models crisp.
There are over 100 levels spanned across three level sets based on size (3×3, 4×4, and 5×5). While things can get a little repetitive, as the concept never evolves beyond its simple origins, we found ourselves coming back for more until we beat the game. Also, as the larger puzzles are a bit cramped, it would be nice to see them in an iPad-specific format.
Our main issue with the current build of Qbism is the controls. While certainly usable, we often found ourselves flipping the puzzle when trying to move a block and vice versa. A joystick option to rotate the outline’s orientation is available, but feels very stiff and unnatural. The control method overlap isn’t terrible, but we hope the developers make some adjustments in the future.
With plenty of content and a unique concept to boot, Qbism is a great addition to your puzzle collection, given that extreme simplicity doesn’t turn you off.