
Nimbus is a 3D platforming/puzzle/racing game, all based within a 2D plane. That is to say that while the game is all 3D graphics, you only move in two dimensions. The graphics are very crisp and clean, and look nice and polished. All the objects and pick-ups are easy to spot, easy to recognize, and serve the game perfectly. You control an airship of sorts, that has no way to self-propel itself, so you glide around using gravity and the various objects in the game world, to propel yourself to the finish line of each level. Within the levels are all sorts of objects that can propel you. Cannons, arrows that pull you along a path, boost blocks, bump pads, gravity direction changers, and a few others. There are also all sorts of platforming object such as spikes, moving platforms, physics puzzles, keys, switches etc.
Nimbus appeals to me in a lot of areas. There is a game map that is similar to Super Mario World, including alternate routes that can be discovered by finding the alternate finish to some levels. The puzzles are very real and sometimes extremely difficult. You can find up to 68 gold coins scattered around in the levels in mostly hidden or difficult-to-get-to areas. You can unlock new ship models, and new smoke trails for your ship to leave in it’s wake.
The gameplay itself varies from slow, precision movement of the ship, to balls out, boosting all over, extremely fast racing style levels, to difficult puzzles with keys and switches to hit. Each level has a lasting impression to leave, and the style of play never gets boring. I believe the level design is what really sets this game off, and it’s clear that a lot of time, play testing, and care went into making most of the levels. The developers have already released a free Christmas theme level pack, and the amount of levels in the game is truly astounding for the price of the game. They also included a “scrapyard” that unlocks when you complete the game, which is a collection of maps they didn’t feel “made the cut” with the release of the game. Some of these scrapyard levels are frustrating, poorly designed, *extremely* difficult, or just not really very good. They are, however, interesting.. and some of them are also my favourite levels in the game.. they are a welcome bonus.
The controls in the game didn’t take getting used to for me like most reviews claim. I found them to be natural, simple, and generally very good. I did actually find them to be a little twitchy at times, but this is a necessary evil. Fast and precise movement really is needed in this game, as you need to make split second moves and decisions to avoid obstacles or race around the levels. The twitchy-ness in the controls never really bit me in the ass until the last three levels in the scrapyard (after I had completed the game). These last three levels are meant to be mind-numbingly difficult, so this doesn’t really take away from the game much at all in my opinion.
Nimbus is a great ride. From the very first tutorial levels I was smiling, and I stuffed the whole game into a couple days because like a good book, I could not put it down. Nimbus is a very well thought out game, and the best deal in gaming I have seen in a long time. This game will stand out as one of the great puzzle games in my mind for a very long time, and I can see myself revisiting it regularly for way longer than $10 should allow me to.
Pros:
- Fast, addictive, refreshingly new, puzzle play
- Great graphics
- Good music, and excellent sound effects
- Global leader boards, all accessible in game
- Difficult puzzles will make you work for your good times and bonus coins
- Great final boss battle
Cons:
- Slightly confusing button remapping
- Twitchy controls (while necessary can provide some frustration)
Verdict: 9.5/10

Update: I have finally cleared all the levels including the scrapyard ones on the hard difficulty, earning me the last of the 17 achievements. If I had to guess, I would say that Scrapyard 4-3 took well over 1000 tries to get it done!

You will understand the name, VVVVVV, when you play the demo, or watch a video. I’ll just start off this little mini-review by saying that you need to at least try the demo or watch the video on the steam page. Just go do it right now..
VVVVVV shows an initial load screen that is a direct spin of the loading screen from old Commodore games. The screen flashed all colours, and it has the exact same blue colour and font for “Loading…”! I was please and already smiling, before I had even played the game. The game controls are very flicky, fast and a little tough to get used to, but by the time I has played through a bit of the game, I realized that this is a necessary evil, to complete some of the levels. The game is completely based around one really simple trick, changing gravity at will up and down (hence the name). It’s a one trick pony, but takes this concept and stretches it to pretty much every puzzle imaginable with that one button press.
The game has a short simple story line tossed in which is nice, and adds a little bit of humor. You play as a captain of a ship, saving your crew members and bringing them back to your ship, via teleporters you must discover. There are no real “levels” to speak of, just an open world to explore with a map to guide you, with 6 hidden crew members to rescue, and 20 hidden “orbs” to collect. Each single screen you pass through has it’s own set of puzzles and challenges, ranging in difficulty from very easy tutorial-like, to extremely difficult twitch-moving action. There is a wide range here, and if you like a challenge this game will definitely give you that. It does however have checkpoints literally on almost every screen, so you won’t be repeating content.
VVVVVV is deceptively simple yet refined, refreshing and most importantly of all, very fun. Don’t expect a long game, there are unlockable game modes, and a room with “trophies” to get after you get all twenty orbs, but generally I would expect the game to last a few hours if you don’t go hunting for all the achievements. This is indie gaming at it’s best. Cheap, fun, and a fresh idea all wrapped into one game. It’s well worth it’s price on Steam, and now that it’s on sale for $2.50, you shouldn’t really think twice about it. It’s easily worth more than the price, and that is not an easy find nowadays.
Pros:
- Fun, fast, simple, refreshingly new
- Good controls, they take a bit of getting used to
- Cheap
Cons:
- Short
Verdict: 8/10

I like games like this. I am a huge fan of indie puzzle games like this. Armadillo Run, Switchball, Pontifex/Bridge Construction Set, Marble Blast, Nimbus, to name a few of my favs. This means I have a little experience in the area, and this game could be compared directly to Switchball and Marble Blast, as a sort of new generation of Marble Madness.
The physics are good. Realistic in a lot of ways, but lacking in ease of use. I mean to say that the controls and moving about feel cumbersome and heavy.. there is a way to pull off “heavy”, and Switchball did it very effectively.. the game had real weight, but it only added to the feel of the game. In this game, it’s sort of a speed based game, similar to Marble Blast, but the weight of the ball throws that off somehow, and carries it over to the difficult-to-move-around side of things, which strips off the fun.
The gameplay elements to making a great game are there. There are jump pads, buttons, speed boosts, collectables (glorbs), and objects to move and push around. I feel like a lot of these gameplay elements are implemented in a hurried way. Let me rattle off a few examples for you.
1: The buttons are only a small step up onto the little 3d model, but it’s so cumbersome to get up onto them sometimes, that you’re sitting there rolling around it, nudging into it for like 20 seconds.. why not make it concave, so you roll into it with ease?
2: There is a speed boost on one of the very beginning levels that you have to jump up into, and it will toss you through a wall into the next portion of the level.. being that this is a beginning level, you would think it would be fairly simple. It took me a good 20+ tries to get it!
3: Time limits. Why? The times are all uploaded to a central server and published in-game for everyone to see. The times themselves would self-police and motivate people to be quick, completely eliminating the need for time limits at all. The time limits only serve as a way to make you play the game more than once. If you are an achievement hunter, you will have to play the game all the way through no less than three times. (Once for collecting Glorbs, once for speed on hard difficulty, and once or more for “The Impossible” achievement.) It takes away from the freedom of the game, and kind of ruins it.
4: Glorbs (the collectable items). They are scattered around in ridiculous places, making you completely change route or stop the flow of the game to collect them.. quite often you have to avoid the end portal completely, dance around it and collect three or four of them right by it, then go into the portal.. this removes the “blammo” fast finish that makes the ending of the levels fun. In Marble Blast, you would often get great speed built up, and fly through the finish line, giving you a huge sense of a real finish line that is quite awesome.
5: There is lava scattered around some of the beginning levels but it doesn’t hurt you. If you fall “off” the map into the lava, you can roll around down there with no penalty other than not being able to get back up to the play field. You then have to commit suicide to respawn back at your last checkpoint. Just make the lava hurt!
I decided to try out the gamepad to see if it would help with the controls. I went into the controls interface, and chose to use the gamepad. I then tried to map my dpad to up/down/left/right, and couldn’t. I decided it must want me to “save” the fact I want to use a controller, then go back into that screen and add my remappings.. when I chose gamepad then clicked “back” nothing was mapped. The game completely removed *any* way to move about the menus, and now the game is completely useless unless I can find some way to remap them through an .ini file or something. I’m not sure at this point that I should even bother.
It’s a shame really. I had a good feeling about the game at the start, and it turned out to be a title that feels like it was never actually play tested. There are lots of glaring problems and stupid ideas that were left in the game for no reason. This game kind of sucks. :(
Pros:
- Good visuals
- Good sound
Cons:
- Poor gameplay and controls
- Needs playtesting and patched before it will be fun
- Time limits on the levels don’t make sense. Ranked, and timed is more than enough to encourage speed
Verdict: 4/10