Magnus Imago is a strange universe of characters, traces, and symbols that takes you on an evocative voyage. The game’s distinct graphic elements enhance the sense of being in another world. “Magnus Imago” is a game that combines adventure, exploration, and logic. The player’s goal is to solve the puzzles by using proper object combinations and discovering them in the surroundings.
The Magnus Imago game has a hand-drawn, distinctive comic-sketch flair to it. The story contains symbolic language that may lead the player to deeper philosophical thought. We want the plot to be open to the player’s own interpretation, which is why the environment presented is vague. The game depicts the main character’s journey as he discovers the truth about himself in a fascinating universe. The game’s story aspires to touch on philosophical and theological issues such as a soul’s wandering or metanoia. The game is expected to last between 1 and 2 hours. The Magnus series continues with this installment (the first one is Magnus Failure). “Magnus: phototaxis positive” is the next planned chapter.
Personally, we enjoyed the artistry and atmosphere on display here; however, we have several issues with the game’s design, particularly the interface and how many puzzles are introduced at once, which can be confusing – other developers, for example, would divide the game into two or three sections, given that those games are usually longer. The Magnus Imago game is only 45 to 60 minutes long, but we don’t adhere to the idea of game pricing vs. hours; instead, we want to see a tale with enough time to make its point. Now, the story of this game is incredibly hazy, thought-provoking, and susceptible to several interpretations. Apart from certain metamorphosis themes, we didn’t really comprehend what was being communicated, and we mean that in a good way; it was a bizarre experience that left me wondering what happened, which is probably exactly what the developer was trying for. Is it possible to make this game last longer? In terms of plot, we think it’s good to leave it alone; in fact, we were expecting a few more puzzle portions simply because we play a lot of games from the ‘Cotton Game,’ which is the gold standard in terms of static adventures.
In terms of static adventure games, the interface in the Magnus Imago game is a little unique; you may simplify it in the future game. There should be no need for a separate panel for each item if you can just hover over it to receive the description. One thing we find odd is that the developer removed the pointer highlighter in normal mode – this is a standard feature in most games, and it’s there for a reason; we understand if you don’t want an automatic system to do it for you, but if we’ve already found the item, it should highlight my cursor; otherwise, we’ll be clicking everywhere even if we know where to look. We spent at least 15 minutes of the game pixel hunting, not in a pleasant way, since we missed some extremely small objects that we believed we had already examined. Fortunately, you can use the ‘easy mode’ to enable a cursor highlight if you wish to play around with it.
In terms of the puzzle design of Magnus Imago, you don’t want to introduce too many objects and puzzles too soon; for example, five minutes in, we had ten items, which is a lot of variables for a game that is just getting started. We didn’t find most of the problems tough, but we were a little overwhelmed by the sheer number of locations and puzzles presented at once. On a side note, we figured out the numerical pattern by mistake; we’re sure there’s a logic behind it, but we think there are various ways to interpret it. We’re also considering whether a quick journey map with unlocked areas would aid navigation.
The thing we appreciated about the Magnus Imago game was that, despite the game’s vagueness, we like the varied analogies and the bleak mood. If you know what we mean, it’s like following the bread crumbs but never really finding the loaf. We think the 3D images and music player were a nice touch, and it was simply an overall intriguing art and immersion experience.
Suggestions: The interface of the Magnus Imago might be improved by lingering over the item to gain more information. You don’t need to divide the pointer highlighter into difficulty zones; the game already lacks a button press for hotspots, which is more than enough; color changes just make the experience more intuitive, and clicking on every portion of the painting has little to do with difficulty.
Puzzle sections/length – you introduced much too many things and puzzles too soon, resulting in a large number of items that were no longer meaningful after a long period of time. Again, we don’t dislike the game’s length in terms of story, but we anticipated there would be at least one more puzzle section in Magnus Imago. We don’t like to advise developers how to price their games; it’s their choice. Just know how much your game is worth; most customers have a solid concept of what is reasonable.