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Prism (video game)

2016 video game From Wikipedia, the free encyclopedia

Prism (video game)
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Prism (stylized as _PRISM) is a 2016 puzzle game developed and published by Clint Siu. Gameplay involves the player moving lines on a shape's surface to unlock its core. Developed during Stugan, a two-month games accelerator program, it was released for iOS in February 2016 and Android in June 2016 and was met with praise for its simple gameplay and graphics.

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Gameplay

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In Prism, the player has to manipulate shapes to find its core.

In each of the game's thirteen levels, the player explores a microcosmic galaxy and must solve puzzles on a shape to reveal its core,[1][2] doing so by tapping, sliding, and spinning the lines on a shape's surface into designated markings.[3][4][5][6] Later levels task the player to change the shape's form.[1]

Development and release

Prism was developed by Clint Siu during the first Stugan, a games accelerator program in 2015 where participants spent two months in a Swedish isolated cabin developing a game.[4][7][8] Siu had previously produced a game in college named Squirrel Squabble in collaboration with two programmers; at the Independent Games Festival, the game won the Student Showcase award.[9] The graphics were inspired by unfolding origami and were made realistic to portray looking through a microscope.[10] Prism was released for iOS on February 11, 2016,[1][11] and subsequently for Android on June 16, 2016.[12]

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Reception

On Metacritic, Prism received a "generally favorable" score of 84 based on six critics.[13]

Reviewers positively received Prism's gameplay. While some critics compared the game to The Room,[8][14] others found it similar to The Witness.[3] Most reviewers appreciated the game's lack of a tutorial that allowed the player to learn by themselves,[2][3][15] with Pocket Gamer's Harry Slater stating that the game's puzzles have straightforward solutions.[14] 148Apps's Jennifer Allen found Prism relaxing and slow-paced, commenting that it would be fit for playing after work.[2] However, Slater criticized how the game forced the player to solve a specific solution.[14] Critics praised the game's graphics and soundtrack.[3][15]

References

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