There are also block pushing puzzles, sliding tile puzzles, and a music minigame that comes complete with the shrill sounds of a crying baby. Mostly you find some symbol or pattern in one room, write it down, and use it in whatever contraption just a couple rooms down the road. Infrequently do you have to really analyze your environment and think about how things can interact to find a solution. The game's puzzles are largely uninspired. At the risk of repeating myself, it's a tad repetitious. The game is broken into four sections and you must complete the same basic set of objectives in each. I think puzzle centric games can do short just fine, and I think Armikrong would have driven me crazy if its repetition had gone on for much longer. I don't think it's a problem, personally, except maybe in the context of having spent 25 dollars for about six hours of playtime. I see a lot of people criticizing the length. I don't think it's a problem, personally, It's not terrible, but it's also not Neverhood. It's not terrible, but it's also not Neverhood.
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