Positives:
- Game feels very smooth to control. Walking around, jumping, sliding down inclines, catching the magnet in the air, etc.
- I never felt like the puzzles were unfairly difficult. Even if I was stuck for a few minutes, when I found the solution it was an "oh, of course" moment.
- The later puzzles made me think.
- Magnets thunk satisfyingly
Problems:
- My first thought when seeing the key icons in the hub was that I had to *pay* a key to unlock each level, not that I would get one for playing the level.
- In the tutorial, you have to walk through a door to progress. In every subsequent level, you only have to pick up the key. This felt incongruous.
- Pause menu was fuzzy on my 1440p monitor
- Handheld magnet does not interact with the big block magnets that move.
- Handheld magnet does not feel like it is pushed away by same-polarity magnets. (when flipping polarities it feels like the magnet is dropped, not forcefully pushed off)
Minor annoyances:
- If you move into one of the L doors to flip it, and then you move back, it won't flip. You have to move away from the door and then back towards it to flip it.
- several of the puzzle elements (toggle switches, magnet disintegrator) were not clear visually what they were. I figured out because the gameplay introduced them well, but they didn't look super obvious.
- I would have liked to be able to throw while moving. You could use the mouse button for this on K+M, and right trigger + right analogue stick on controller. Just would feel smoother.
- Magnets in this game are all monopoles? Which don't exist in real life. Not sure this is a problem, since it only hit me after playing the whole game but it's kind of funny.