(TL;DR? See Summary)Overview and Gameplay
There's not a ton to say about InFlux other than it is clear that the college that the developers attented, RMIT University, is clearly a million times better than the scamtastic joke that is ITT Tech that I went to for game design. InFlux is a simple and fairly relaxing ball puzzle game that is best described as Marble Blast meets Q.U.B.E. . If you played any 3D ball puzzle game like those or Super Monkey Ball, then you have a rough idea. The game world is continuous in InFlux, as you gather orbs of light with your attact ability spread across an island paradise and drop them off into to totems/torches that activate puzzle segments. You then can enter these segments which are relatively easy puzzles involving trying to get an orange orb into an orange box (in one case, there was a second, green orb and box). Solving the puzzle activates a pillar of light and when all the puzzles in an area are finished, some sort of sequence will activate, allowing you to the next area. Puzzles generally involve rotating the room or parts of the room with blue switches and moving yourself and the ball around with the help of platforms, air vents, and bouncing mechanisms. The hardest part of the game and puzzles is probably the platforming, and I belive most gamers, even those not good a puzzlers should be able to solve most of these relatively easy puzzles.Presentation
I really like the art style, specifically of the ball, it's lighting effects and look and sound of it's abilities. The island has a nice asthetic, though graphical quality is comparable to a mid-era PS3/360 game - textures up close can be pretty muddy. It's unclear as to what or why anything in the game world is happening. You're a high tech looking ball with an internal light source and "magical magnetic" ability rolling around what looks like a real world, primitive tribal island where human-like life exists or used to exist. There are tree stumps and man-made structures all over the island, but no signs of life beyond flora and a single whale-like mammal you encounter a few times in the game. *Mild Spoiler* It is implied that you are from another world OR that you are trying to escape this world. *END SPOILER*. Regardless, it is never made clear exactly what the story or plot really is; you roll around the level, entering puzzles that seem to take you to another dimension, finish them and eventually leave the entire location. That said, exploring the world is mostly calming, especially thanks to the very nice Chillwave/downtempo soundtrack from Johnathan Yandel - I have added it to my Bandcamp wishlist.Complaints
My few complaints are minor. Due to the level design and physics engine, your ball will easily hop around on some ground surfaces on the island, even if it is an apparently flattened trail, but this isn't a problem in puzzles and most of the game. I had a couple bugs where I got stuck behind geometry and once even went straight through a wall on a puzzle room - in that instance, I didn't see how I could complete the room without that exploit. Platforming is annoying as the ball doesn't jump and instead propels, bouncing off anything it hits, which sometimes means you will miss jumps or worse, bounce off a wall into oblivion. Thankfully, lives are "infinite" and you are generously returned to a checkpoint. I also had a bug where I lost some of my sound for the attract ability. Lastly, I'm confused into why I'm even playing this or what I'm doing exactly. InFlux ALMOST has the mark of something pretentious, but never clarify or signal much of anything.Summary
Still, it's a nice puzzler that likely won't strain your brain, time, or wallet as it can be completed in under 4 hours and costs only $5. I enjoyed my experience, and I recommend it to fans of the genre and casual/semi-casual gamers. I even recommend it to gamers that don't like puzzle games - since the puzzles are generally easy. However, all that is the biggest drawback to some of the biggest fans of the arcade/puzzler genre: there little content or challenge, and next to no reward.