Critical mass is a three-dimensional game-four puzzle games. Levels that starts with a Rubik's cube-like shape is approaching your screen. You can spin shape around the direction in which you want to find the right place to put random cube you are tasked with holding.
When four or more cubes touch disappears, push the shape a little further away from the screen. The objective is to make the entire shape is lost before it hits the screen during the installation of combos to get high scores.
Critical mass was developed by Manic Games Studios, a team of two Australians, James Barrie and Matthew Edmondson.
It is hard to believe that there is any room left for another match-three or four games of the match on the market, but by using the formula acquaintances and make it three-dimensional, Manic Games Studios has created a new and dangerously addictive little packages. Like most classic puzzle games, critical mass gameplay couldn't get any easier, but there is no end to how much you can improve performance. You can spin the shape quickly, pull out the small combos in photo realistic fashion, or spend your time aligning paragraphs to take out half the shape in a single step. Very easy to pick up, too hard to crack down, I know that I was in trouble when I began to see colored cubes, even when I closed my eyes.
You're going to play the game a lot, and eventually you will notice that there is any variation in the soundtrack. It is the same music, and again. It is not bad music, but if I'm going to play games for hours as a puzzle at the end, I have a lot of songs for. The problem is resolved easily by listening to your own music, or even better, one of Gamepro's podcasts.
You can play critical mass forever. Unfortunately, you probably end up only after going blind from staring at a screen without batting an eyelid for days.