The gameplay is a Rising Up The Food Chain Game, with the player controlling a primordial cell amongst a group of similar beings, which will absorb everything smaller than them and be absorbed by larger motes in return. Although this behaviour is not encouraged by the game, it still happens when trying to catch a very fast opponent, and should still be taken in account.Osmos is a PC/Mac/iOS/Android game released in 2009, a debut project of the Canadian developer Hemisphere Games. When trying to go very fast, this can sometimes prevent the player from correctly assessing how much material he lost and how much speed he should expect to gain. One draw back of the tactile interaction is that, since the player needs to tap behind the bubble to make it move forward, any material ejected to make it move ends up below the player’s fingers Instead, each tap is considered as a separate input, and a long tab doesn’t get you killed. The game also fixes an issue that pc games could experience with their track-pad: a long tap doesn’t empty your material into a super-fast motion by accident. In this case, the developers preferred to preserve the screen area for the game, rather than clutter it with buttons, which is a meaningful choice. It is usually better to recall the menu via a button than to force the user to remember it. While this is smart to maintain a UI-free and immersive game environment, the absence of any cues forces the player to remember the motion, which is not commonly used on those devices – unlike for example, the escape key on a computer. The game also takes advantage of the touch interaction to hide all interface elements: a tap with three fingers will call the menu. The game leaves full control to the player in terms of continuing a free-play after the objectives have been met, or moving on to the next level. The game uses familiar motions such as pinch to zoom in and out. Two finger taps to move on to the next level avoid any errors after the goal has been completed. The games interactions on tablet are really adapted to the device. A subtle animation will draw the user’s attention on the hint if the player ignores it for a long period of time. The message will be visible as long as the player didn’t perform the explained action. Tutorial indications appear as overlay on the played level, while letting the player free of his actions. When the player reaches the position, he understands he needs to stay there thanks to a visual feedback that can be understood as a timer: a circle progressively being completed. The first level teaches the player precise movement – the core gameplay mechanic of the game – by asking to reach a specific position and remaining there for a while. The player arrives immediately in an interactive tutorial to learn the basics while actually playing a real level of the game. From the start, the game is relaxing and pleasing to the eye. Aside from this, the menu in the game is very simple, clear and easy to read, thanks to a well contrasted font, that is not too small. The game starts really smoothly, with a fast loading game and a one tap access to the first level. As a result, the player needs to constantly balance his size vs. This also makes him smaller as a consequence. His only means of accomplishing his goal is moving around, but to do so, he needs to eject material which, in reaction, will make him move in the opposite direction. Osmos is a relaxing game in which the player has to grow a sphere of material by absorbing others smaller than him, while avoiding bigger spheres which would absorb him instead. Go to menu A game usability review of Osmos A game usability review of Osmos, Réalités Parallèles Réalités Parallèles | Ergonomie et conception de jeu vidéo FR Réalités Parallèles
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