![]() ![]() They’re far from expensive, coming in at around £3 for a pack of 100 hints. When you start out, you have enough points for ten clues, and once you use these up you have the ability to buy more using real-world cash. If, at any point, you get to the stage where you can go no further or you feel that you’re heading along the correct mental pathway but there’s something eluding you, the option is there to buy a hint. Leave one unused, and you’ll pick up two stars – one for completion and the other for the left-over gizmo, so your aim for each level is really to ensure that you achieve your goal with two left untouched.ĭoing so is easier said than done, although it’s certainly not impossible. Use all of them, and you’ll only pick up a single star for completing the level. Each level carries with it a three-star rating, and these stars are based on completing the game, and doing it with at least two devices left unused. So while you may be given two compressors, three windmills, and two fans with which to achieve your goal, if you find yourself about to leave yourself with only one gizmo, then you’re doing it wrong. It may sound bizarre, but a greater number of points is awarded if you have unused devices at the point where you meet your required quota of oil. The beauty with each level is knowing which of the available gizmos to use, where to use them, and, most importantly, which ones to ignore entirely. In such levels where the final area may crawl along a ceiling rather than being within an actual vessel or cordoned-off area, the fan will allow the liquid to remain in an airborne state, although you will invariably lose a few drops here and there. Early on in the levels, you’re provided with what I suppose would be termed as a compressor, where the liquid is deposited at a certain speed but leaves the device at a vastly increased rate to allow it to travel greater distances than it would normally, or to give it more of an upward lift to access harder-to-reach areas.Īs well as some of the other devices, a fan is made available to you, and this is particularly adept at preventing the oil from obeying the laws of gravity. These are selected from an array of icons on the left of the screen, and can be rotated once placed within the gameplay area. Helping you to guide the liquid are a series of gizmos which can be placed to direct the flow in a particular direction, or aid you by providing an increase in velocity. The jury’s still out on the accuracy of that one though, it has to be said. Each of the sixty levels represent a creature of some description, albeit in a very surreal way, so one landscape may appear to be a polar bear while another might resemble a lobster or a half-dead earwig. Standing between your black gloop and the intended receptacle are all manner of obstacles, from mere walls to the ebb and flow of a self-contained ocean. While it may read like a relatively simple task, this is a puzzle game, so the chances of that are slim to none. Feed Me Oil 2, and its predecessor, fall into the latter category where there’s a distinct similarity to Creature Feep’s 2011 release, Where’s My Water? The premise itself is fairly simple – oil leaves point A and has to make its way to point B, which is clearly marked by a dotted line, and there has to be enough of the low-viscosity liquid for it to count. The physics puzzler has been around for some time now, and with each iteration comes either an entirely new approach to the genre or a slightly different take on an existing mechanic. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |