Next Fest 25|2 Day 5
Micro-reviews for Day 2 of Summer Next Fest 2025, exploring Chronoquartz, Prism Shift, Chromatic Conundrum, Roach Post, PANIK, Cadence, and Memory's Reach
Did you know that Puzzle is the most popular genre this Next Fest? As such, I decided to have a day dedicated to puzzles and only puzzles, and that day is today
Highlights: Chronoquartz, Memory's Reach
Chronoquartz

A metroidbrania in disguise. Chronoquartz's main method of puzzle solving is you learning about how the world operates, where there are secret passages, and how to deal with enemies; all while you're stuck in a 10-screen time-loop. I really enjoyed their execution of the concept, and I'm sure they'll figure out many ways to make the 10 moves count




Playtime: <30min
Prism Shift

A game about moving colors around to either remove them from the grid (match3 rules) or put specific colors on specific tiles. Overall fine, and the puzzles have the signature "trick you into making a wrong move", but they are otherwise straightforward and lack a very much needed undo button




Playtime: <10min
Chromatic Conundrum

Manipulate differently-colored spotlights to activate switches and solve puzzles. Simple premise that's well executed. Sadly, the puzzles are also quite simple and there are not a lot of them, so it's hard to judge the game on its puzzling valor.




Playtime: 5min
Roach Post

Roach Post lured me in thinking it'll be a puzzler about fitting oddly-shaped stamps together, with some roguelike repetition sprinkled in. Turns out the roguelike bit is more like balatrolike, and a quite complex one at that. However, as many others, it falls short of glory by the fact that it's unfinished. Because of the missing explanations, polish, and VFX/SFX; it lacks what makes Balatro great. And shame, because underneath there is some good ideas and I could see this being fun, but it needs to be more satisfying which it currently isn't.




Playtime: 40min+
PANIK

A straightforward grid-based puzzler about guiding "panikers" to the goal tiles. Problem is that they're often too panicked to move, and you have to figure out how to arrange them on the board so that they're able to move when you need them to. Add to that many paniker variants and a limited number of moves, and you have a very clean and effective puzzling experience




Playtime: <20min
Cadence

A musical puzzler, where as you solve the level it turns into an arrangement of notes, often with a loop that keeps the music going. It's satisfying, but the levels would have to be a lot more complicated for the note sequences to turn into musical symphonies, and at that point the puzzling portion of the game might suffer. Neat nonetheless




Playtime: <20min
Memory's Reach

A vast puzzle game based on exploring an alien planet full of hi-tech megastructures filled with a good balance of exploration, exposition, and experimentation with the mechanics. I think it does a good job at teasing things and introducing them slowly with near to no tutorials. Would be flawless had it not been for the game causing my GPU to go full oven mode. The performance was perfectly fine, but it might've been because of my decent rig and not because the game has been optimized



