Super Stacker 3 Game

Super Stacker 3 – Piling on ideas for an enjoyable sequel

Getting Physical

I do enjoy a good physics game, particularly one where the simulated laws of gravity and friction are central to your success and also the orchestrator of your miserable failure; this puts your manual dexterity and reasoning skills out in the open, with the only options being stacking success or rapidly-falling failure. I can only be referring to games of the balance sort, of course, and Super Stacker 2 from Gaz and/or Sparkworkz (its origins are ambiguous) is a perfect example of a simple balance game with a light-hearted aesthetic, whimsical design, and a series of increasingly difficult balance puzzles that test your steady hand and logical mind. There were some features that were notably absent from the game, though, and a few that weren’t quite missing as such, but whose inclusion would have made the whole thing a little more enjoyable. Below is a brief set of contemplative paragraphs positing features that would make Super Stacker 3 the best title in the series yet. Continue Reading

Play More Stacking Games

Too much Wobble

Alright, so the Super Stacker games are based on the premise of balancing a set of objects of multiple shapes in a predefined order, thus defying the laws of gravity to the best of your ability for a minimum amount of time per stack; things are definitely going to get a little wobbly along the way. However, I think there will be others that share my opinion that the physics in the game feel a little bit off. Specifically, I’m talking about the slightly bouncy nature of the objects when you put the down: they feel almost like soft rubber with rounded edges that wobble a little too much in any given balancing situation.

Aside from leading to a few heart-stopping moments (particularly on the harder stacks) of comical wobbling, this soft, rubbery, even squishy feel of the objects make it feel like less of a challenging balance game aimed at adults and more of a fuzzy, children’s pastime with dodgy physics. I never thought I’d say these words in this order, but I like my stacking shapes solid and my simulated physics to as true to life as possible, with objects hitting other objects with a solid ‘thunk’ and not bouncing about as if they were made out of rubber or play-dough.

Unforgiving is Best

Though Super Stacker 2 is a fine example of a balance game, there are many others out there that are much less forgiving in terms of their physics and the relative difficulty in balancing the objects, and are much more entertaining as a result. More importantly, games such as Perfect Balance 3 stand are really in a different league of difficulty and require absolute balancing of objects instead of just about keeping a wobbly stack from falling before the time runs out. What I’m positing for Super Stacker 3 is some less forgiving physics and the requirement that you balance shapes absolutely, not simply cheating a few shapes together and hoping that the pathetic stack out-balances the timer.

Special-Block Party

One thing that the game is most definitely lacking in is the presence of special-characteristic shapes. I don’t mean triangles that are unreasonably beautiful or a square that has a particularly enchanting laugh, but shapes that have a variety of unusual physical properties. The possibilities are limited only to the imagination, with variations such as floaters, exploders, freezers, shapes that apply anti-gravity effects to other shapes, magnetic shapes, and generally irregular shapes that defy and laugh in the face of the laws of physics, however simulated or flash-based they might be.

Outside Interference

On a closing note, the gameplay could do with a little shaking up from external sources in the form of environmental variables that could come into play on the more challenging levels of difficulty. Factors like transient wind, adverse weather conditions affecting friction (rain or snow, for example), and heavily increased/decreased gravity could stand to make Super Stacker 3 much more challenging and unpredictable.