
Press kit – Website – Steam store page
I’m always happy when developers give me the chance to review their game. While these days, I don’t always have the time to write an article in time for the release… I make it a priority to review these games first. In today’s article, I’m taking a look at Cipher Zero. Also, if you find this game interesting, you might want to take a look at the original version created for a game jam here or play the demo at the linked Steam page. In any case, I got a press key to give my 100% honest opinion on the game, so let’s go. If you have any thoughts/opinions on the game and/or the content of the article, feel free to share them in the comment section down below.
Editorial note: Currently, the full game isn’t out, but a demo is. The demo is giving a first impression on the final product.
The good

In this game, there is no real story. There is some world building, so this game isn’t your typical bland puzzle game. But, it’s vague and mysterious, so you fill it with your imagination. The relaxing music and the liminal space vibe this game is going for is just amazing.
Currently, the game is tracking quite a lot of what the players are doing in game. This could have some privacy concerns, but you can enable or disable that in the settings. The data is mostly meant for the developers to see if a puzzle is working or not. For example, while I was playing and researching this game… I got stuck on one level. After beating the level, somebody at the development team gave my suggestions to the team, and they are keeping an eye on that puzzle and the data it generates. This gives me a good feeling, since the developer is listing to input from their players and looking at where they get stuck to improve their game.
Sidenote, this is what is being tracked by the developer:
Regarding tracking, we’re tracking standard metrics in the game: how long you’re in the game for, how long you spend on puzzles, how many times you get things correct or incorrect. We also have a separate tool that tracks performance/crash data from the game so we can get additional information on crashes or errors that are happening during development. No other information is gathered from the user past that, and users have the ability to opt out before any data tracking begins.
– Developers of this game.
So, this game is basically a Nonogram with extra steps. If you don’t know what a nonogram is, you should read the linked Wikipedia article, since it’s tricky to explain. The tl;dr is basically that you have to fill in a grid where the amount of squares you need to be filled in are indicated at the sides of the grid.
Now, usually these puzzles are in a full grid. Yet, in this game, the grids have their own unique shapes, making the puzzles more unique. Also, slowly new mechanics are introduced, spicing up the puzzles. Something I love quite a lot is that sometimes a puzzle might have multiple solutions. I enjoyed trying to find all different solutions to a puzzle whenever it was possible.
The visuals are quite clean and overall easy to understand. The animations also clearly communicate to the player where they went wrong in the puzzle. Since there is no tutorial, that’s essential to get right. At one hand, the fact that there is no tutorial can be off putting to some players, yet overall the progression in this game is very well done… So, that’s no big problem at all.
The bad

Currently, the minimalistic design has some flaws. Like some things have a bind but no button. For example, there is no easy way to reset your puzzle. Along those lines, the iconography in this game isn’t the best. You have a gray circle to check your answer… It took me a while at my first puzzle to know I could click that to check my answer.
Going along that route, the level map is also not displaying enough information. It’s a nightmare trying to find a level to replay since if you don’t remember its location… There is no real indication on the world map what the map mechanic is in that batch of levels. Also, there is no way to go to the last level when you are at the start of the map.
Most problems I had with this game came from the UI, controls and a little bit of the flow of the game. I already gave two examples in terms of the UI. Let me give you another one. While you are playing a batch of levels, you have a bar at the top showing you how far you are in that section. Yet, it’s pretty unclear where one level starts and where one ends. So, if you want to go back to study an earlier example… Well, that’s going to require some clicking and guess work. I think this could be solved by breaking up that bar or having more clear indications for levels. Now, it’s a bit too clean.
Another small UI issue I find is that it in the options menu, it isn’t clear if an option is on or off. Now, we have a toggle switch that’s kind of meaningless.
The flow issue I have with the demo is that after beating the final puzzle… you don’t go automatically to the “end demo” screen. You do unlock it on the map menu, but it would be nice if I didn’t have to do those additional clicks.
In terms of the controls, the only issue I had is that the scroll wheel shouldn’t be the default way to go back and forth between puzzles. It is a bit too easy to hit your scroll wheel and loosing progress in that way.
The final thing I want to talk about is that there is no real hint system in this game. I’d love to see a small hint system where if you fail a certain amount of times, you can let the game fill in one or more squares in for you. It’d help for people getting stuck and being frustrated since one puzzle is stopping their progress.
There are also some amazing features being unbound by default. Like clearing the map or cycle through the solutions. If you want to play this game, I highly recommend that you bind these keys in the options menu first. You’ll thank me later for that.
The conclusion

So, when you read this article, you might think that this game has some major problems. Overall, this game currently has a very solid foundation. Yet, if the final product is just going to be additional levels… I think this game is going to get mediocre reviews.
My biggest issue with this game is that the minimalistic UI choices make it that some quality of life features are missing. Things like level numbers, indications of puzzle theme on the level map and here and there more icons for actions you can do would go a long way. Just a bit more information for the player. And you can always make these features a toggle, so the player can choose to show or hide them.
Suggestions for the full game is adding an easy way to reset your progress and have a built-in speedrun timer. Since, this game is the perfect game for speedrunning. Also, let the animations from the level map speed into the actual level from time to time. How cool would it be to see the train pass through the bottom while you are solving one of the levels?
All in all, after playing the demo I have high hopes for this game. I just cross my fingers that it’s going to be more than just more levels and puzzle mechanics. Since, if you polish this game a bit more besides giving it more levels… It’s going to go a long way. More levels don’t always make it a better game. Sometimes an extremely polished short game is better than a long game with undercooked or underused things. So, I’m curious to see the final product, so I can keep puzzling on while being puzzled.
And with that said, I have said everything I want about the game for now. I want to thank you so much for reading this article and I hope you enjoyed reading it as much as I enjoyed writing it. I hope to welcome you in another one, but until then have a great rest of your day and take care.