At first glance, it's easy to see the appeal behind Vellum Interactive's iOS and Android puzzle platformer, Telekinesis Kyle.
The game channels Psychonauts and Portal while working its own story
that revolves around an innocent kid with the power of telekinesis -
being able to move objects with his mind. His parents drop him off at a
special laboratory where he can hone in his special powers - though he
isn't quite sure of the doctor's motives. Done right, we could've easily
seen this concept take off. Unfortunately, it comes up short.
In too many instances, you see where the developer cut corners to
rush the game to market. A frustrating puzzle with few hints here, a
glitch that sends a necessary crate disappearing through a wall there.
Vellum didn't even bother to remove the "Development Build" text from
the screen - which is never good for a final release.
In addition, there's little appeal to the game's unfinished art
style. Although the doctor has a cool appearance, Kyle doesn't stand
alongside other geek heroes, such as Psychonauts' Raz. He just looks
like a plain, nerdy kid, without any sort of emotion or personality.
His voice is equally bad. Go near a ledge and he'll repeat the same
lines, such as "Push me all you want. I'm not going." Some smarmy
responses would've worked better - especially with the doctor's inspired
dialogue. With some effort, their banter could've been fun. Instead,
it's non-existent.
Kyle's puzzles don't fare much better. You have the option of
zooming in and out to see where everything is - including hidden switch
panels that are otherwise out of view - but these average brain teasers
fail to thrill; too much switch flipping. Not only that, but you'll get
through them all in a couple hours, with little reason to return.
As for the gameplay, it's sloppy. Touchscreen presses don't react
properly, either resulting in dropped objects or strange disappearances
through walls, which force you to start over. You can switch to
virtual stick controls, but the accuracy is even worse, especially when
it comes to lifting things.
The idea of a telekinesis meter at the bottom of the screen is smart,
but it's a limitation, particularly if Kyle tries to lift too much at
once. If Vellum had introduced some kind of level-up system to make him
stronger over the course of the game, we could've gotten somewhere.
While Vellum Interactive deserves credit for a good idea, Telekinesis
Kyle suffers from below-average execution and lack of replay value.
You'll get everything you need to know out of this game in the first
seven levels. If you use your mind properly, that is.