Every level of the game resembles a microcosmic system of planets circling a sun. You tap on a “planet” to start a level. The puzzles comprise basically of sliders, catches, turning pieces, and some different surprises that I would prefer not to ruin. However, rather than resembling the physical sliders that you may see in Fireproof Games’ The Room series, they’re dynamic, straightforward shapes and lines. The earliest reference point has you just dragging a little red speck along a white line to a circle figure. You’re then given associated blue specks that should be dragged to their layouts. The third shading you’ll see is orange, and these pieces can be turned utilizing two fingers. This is kind of the game’s instructional exercise, demonstrating to you how the distinctive pieces work through experimentation. Each puzzle you tackle causes the 3D shapes move somehow.
The primary thing you see about Prism is the magnificent 3D plan that looks amazingly beautiful with the surfaces at first glance, and particle impacts skimming in the environment. The 3D configuration isn’t only there to look great or used for design purpose, as it is likewise a vital part of the game. You get the opportunity to control 3D objects with a 2D touch interface because of the profundity the game builds up.
You can move these prisms around and when something flashes white, it means that there’s a puzzle on that plane that needs to be solved. To start off with the puzzle is really simple, sliding a blue blob into a blue circle. as you solve the puzzle, the layers of the prism peels off until a glowing shape is appeared at the center click it and you are done with the level.
Rather than fancy confound boxes, you’re given dim items that you turn in three dimensions. Along the surface of the articles, you’ll discover catches and switches, things that you can tap and push and draw in different approaches to get things going.