

Seeing yourself grow and shrink fluidly with scaling effects-as well as seeing an entire level change size when you pinch or expand the screen-increases both the plausibility and the appeal of the artwork, as well.

That the arcade mode allows you to randomize the elements within stages makes them even more interesting and challenging the second time around.Īs with Flow and Electroplankton, the glowing, jellyfish-like elements are naturally eye-catching even in the absence of detailed backgrounds, though the combination of particle effects for your Mote’s propulsion and the iPad’s high-resolution screen really help the game to be more engrossing than it could have been on smaller devices. You’re not just controlling yourself, but other creatures and the flow of time, which adds some truly compelling strategy and flexibility to each level: move too slow relative to the Motes around you and you may find yourself the smallest creature in the pond merely by inaction. Then, when Hemisphere unveils a simple on-screen time control feature-a swipe bar that speeds the action up or slows it down as you prefer-along with an explanation that the fluid you shoot out during propulsion not only shrinks you, but can be used to make other Motes move, Osmos shifts into genius territory. Within the first half hour or hour of play, smart little touches such as the deadly antimatter Motes, a spinning gravity “attractor,” and screen resizing controls are unveiled, putting your tiny size in perspective while making obvious that Osmos isn’t as simple as it initially seems. An odyssey mode guides you through a sequence of 27 increasingly difficult challenges, while arcade mode offers variations on those levels at different difficulty settings, for a total of 72 levels. If you disappear, you die, and if you grow large enough to absorb a specific target object or become bigger than everything else around you, you move on to the next level. Collide with something smaller and edible, and you grow collide with something larger or inedible-like antimatter-and you shrink. The idea: from an overhead two-dimensional perspective, you control a ball called a Mote sitting in a pool of fluid, and tapping in a direction relative to the Mote propels it in the opposite direction.
