VirtualRealities: Squingle

A trippy VR puzzle game that doesn’t quite satisfy.

Have you ever been to the arcade and played that game where you drag your finger around the maze without touching the edge?

Depending on your preference for puzzles you either loved or hated this game that provided too few tickets even if you made it to the end.

If you virtual reality (VR) enthusiasts do happen to like that type of game then you’re in luck, as a newly released Quest entry offers this type of experience. This game is Squingle and released Nov. 21.

Created by Benjamin Outram, a physicist and engineer with a PhD in liquid crystal science, and published by VRAL Games (VRIDER), Squingle offers 100 levels where you guide orbs through ever changing mazes – without touching the edge. The game also offers a “goddess story mode” which takes players on a puzzle solving journey as they work to create the universe.

Players can choose to play with controllers, or take advantage of some pretty great hand tracking; in addition to playing in full VR or mixed reality (MR).

The puzzles appearing in each level – something akin to weird artsy objects that pretentious people overspend on – change as you go, becoming more complex with narrow paths, obstacles and other challenges to keep you thinking. Similar to cheap cell phone games where completing level rewards you with three stars, completing a level without messing up, collecting all orbs and doing it quickly, will net you three of what look to be a leaf.

Regardless of whether or not you collect three on each level, it doesn’t seem as if you’re held back from progressing by not collecting a certain number.

Because the game is very simple at it’s core – you’re just grabbing onto an orb and guiding it around a maze while collecting other orbs – there isn’t much more to talk about regarding gameplay. So, let’s start by talking about how it looks.

Graphics here stand out, with both the full VR or MR modes looking good. MR does, however, seem to be the better way to play as you can have puzzles that work for small seated experiences, or ones that take up your whole room and invite you to move yourself along with the orb.

As mentioned before, players can play the game using either the Quest controllers – which offer haptic feedback as you move along – or hand tracking, which works remarkably well. Make sure you have a well lit space when you play if you’re using the hand tracking as moving through the tighter spaces can become more difficult to control.

Overall, this game can be fun for a bit, but it’s probably not something that will really bring back those who a more engaging game. VR escape room enthusiasts will probably find this severely lacking – unless you’re a fan of the pitifully done Escape Simulator, which is still one of the worst VR games in the genre.

Priced at $16.99 on the Quest store, there doesn’t seem to be enough here to warrant the price. In USD, the game looks to be $19.99, so even more for what’s offered at launch.

But if you like spending money don’t worry, it seems as if paid DLC is already in the works and plans seem to indicate an early 2025 release.

As noted in the games press release “these expansions will feature specific themes, such as holiday seasons and more, along with a range of puzzle-solving difficulties to cater to various preferences, including relaxed gameplay, mind-bending challenges, and speed-focused flow. Additionally, downloadable cosmetic content will further enhance the player experience.”

If all this sounds good to you, then by all means, give Squingle a try.

But if you prefer a puzzle game with more depth that actively engages your brain – and gives you a sense of accomplishment when you’re done – then this game is probably not be right for you.

Squingle, was reviewed on the Quest 3 after receiving pre-release access.

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VirtualRealities: Squingle

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