Trajectile Review
DSiWare
by Brad Shoemaker on January 15, 2010
3 out of 5 stars

The conditions in each level are entirely set by the developers: the number of turns you get (three, five, or seven), the layout of the blocks, not to mention the type, order, and spacing of the rockets. So the game alternates between feeling satisfying and stilted. In some levels, you'll be setting up big chain reactions that clear half of the goal blocks in one turn, and feeling pretty proud of yourself. But just as often, you start to feel like there's one specific, right way to solve a given puzzle, and if you can't piece it together, you'll be lucky to finish the level at all in the allotted number of turns. (And if you do finish it, it will probably be via a sloppy, inefficient solution.) You can use the power-ups you pick up on any turn, which gives you a little flexibility... but not enough. The fixed positions of the ships constrains the level of creativity you can use to solve each puzzle more than I would have liked.

At least there's a ton of content crammed into the game, with scores of levels spread across five difficulty tiers. You can play the levels in each tier out of order if you want, so you won't get stuck trying to beat a particular level without having dozens of other levels to try out instead. The game rolls out new levels and new block and power-up types to you smoothly as you progress, so if you really get into the angular puzzle-solving on offer here, you'll be able to keep doing it for a good long while.
Trajectile assembles aspects of some classic old games into a unique and interesting puzzle experience, but it's limited enough in some ways that you may bump into some frustration with its trial-and-error approach from time to time. Then again, for $5, what have you got to lose?
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