Get back to the basics of fun with PathCraft and use building blocks like when you were a kid.
The platformer genre has been as popular as long as games have existed. Staying true to the genre, PathCraft gives players a unique opportunity. Where once players simply moved an avatar, it is up to the player to build the avatar’s path. No matter how many platformer titles one has played, it likely will not prepare them for the sheer wonder of seeing a platform level in 3D space.
From the developer, Devil Cow Studios comes PathCraft, where spatial reasoning must be employed. Move blocks to create a proper path, so that the child avatar may acquire all the lanterns. But one must be careful, for this is far easier said than done. Place the blocks in the wrong place, and the puzzle will have to be started from the very beginning. Do you think your mind has what it takes to calculate the solutions to each and every puzzle?
PathCraft was extremely simplistic when it came to the controls. In order to create a line of travel for the character, one was required to move light brown blocks. It was nice to see how easily these blocks snapped into place. Having played previous games with similar mechanics, it was insanely relieving not to have to bend down for the blocks. The whole objective of the game is to help the child gather all the
In order to grab the blocks, one had to pull the primary trigger on either control. Using the secondary trigger would allow the player to grab the environment itself. The method of ‘snapping’ the block to wherever the player leaves them can be taken two ways: as a blessing and a curse. Because the blocks in PathCraft would snap into place when let go, it made it so that they could not be thrown into place. Sure, it’s nice not to bend down for them. But panicking about where they ended up was more nerve-racking than relieving, depending on the level one is playing.
Barring the frustration of the blocks sticking in mid-air, solving puzzles in PathCraft turned out to be still fun. Some of them were fairly easy, but as the levels progressed, there was an exponential increase in difficulty. With one environment, it simply required providing blocks in large gaps. Only then could the character make their way to the lights they were collecting. Place the blocks in the wrong spot and watch as the tiny character in cardboard armor plummets toward the ground.
There were times when it wasn’t even putting a block for them to walk on that was the issue. As stated earlier, there is a gradual increase in difficulty. Where one level was a simple back and forth at various heights, there was another where the path had to be built as the child character itself moved towards the lights. It sounds easy enough, but it was very difficult to execute the first time out.
Certain levels in PathCraft also required herding the character in a specific direction. If one put the brown blocks too low, at about waist level with the character, they would simply walk over it. And if there wasn’t something blocking their path, they would simply walk off the edge in the direction they were facing. To prevent the character from walking over a block, it simply required putting one of the brown blocks at eye level for them. If they were on a path that didn’t have turns, they simply walked back the way they came.
PathCraft’s controls were simple. But there was one thing others might also take issue with. It is possible for the player to pull the ‘level’ back, and forth, up and down. But it was not at all possible to spin the character environment in a 360 fashion. This would have helped a great deal when it came to finding solutions for the higher levels.
Above all else, one should not panic while searching for a solution. There will be plenty of opportunities to step back and think about each puzzle. Some solutions might seem like the right ones but will likely fail in execution. One may find themselves constantly building bridges as they aid the little character.
Some levels will have nothing to stop the character except the brown blocks. There will be times in PathCraft when one will have to ‘trap’ the character between two or three blocks. And THEN analyze the puzzle to determine what solution to the problem might work best. I found that trapping the character was necessary to solve a few of the puzzles if I wanted to ensure completion.
My biggest issue with the lack of a 360 mechanic was how limiting it was for the game. It almost requires that the player stand to play the game. Otherwise, it will be impossible to see certain angles. Additionally, it limits the player base to only those able to rotate their own bodies in a full circle from a stationary position.
Visually speaking, the graphics were reminiscent of old-school PS2 games. It certainly worked in the game’s favor. It gave PathCraft a very cute look that provided a nice play environment. The character itself was outfitted in adorable cardboard armor, seemingly accented with crayon coloring. Player hands also had cardboard gauntlets similar to the small character.
The music was lovely and fit the overall theme of the game. It was simple and it wasn’t set abnormally loud as some games will do. It provided a nice relaxing tune while one messed with the blocks. Playing a game without distracting music is a welcome change when it comes to puzzles.
PathCraft is a great game overall with a few minor flaws. Other than a few minor issues, there really isn’t much that I could say was bad about the game. It can be a bit frustrating at certain times, but that’s nothing taking a breath and stepping back wouldn’t solve. If you’re a fan of puzzle games and anything that leaves one scratching their head, you should check this out. It’s guaranteed to keep you busy for a good while.
PathCraft is now available on the Meta Quest 2.