As far as superpowers go, telekinesis has to be one of the most practically appealing.
Superman may be able to leap tall buildings with a single bound and catch bullets with his bare hands, but that doesn't help him when the remote control is sat tantalisingly out of reach.
Telekinesis Kyle is a young lad who is empowered with the ability to move things with his mind, but the game he stars in resembles an unfinished thought.
Thinking man's Portal
The developer of Telekinesis Kyle has clearly played a lot of Valve's Portal series. Placed into a series of elaborate lab tests, you must use your unique physics-warping powers to get to each self-contained level's exit.
Rather than creating wormholes to assist your transit, this world sees you shifting blocks, cogs, and levers around.
Any small(ish) items can be manipulated simply by touching and dragging them around, though you're limited by a recharging power bar that determines how heavy they can be how many objects you can manipulate simultaneously, and for how long.
Spare a thought
Shunting blocks around is entertaining, and Telekinesis Kyle's world is bright and inviting enough. However, at every stage there's a lack of polish and attention to detail that undermines the whole experience.
From the wooden and glitchy way Kyle himself moves and jumps to the odd mixture of 3D cutscenes and comic book-style interludes, it just seems as if too many aspects have been poorly thought out or simply rushed through.
This extends to the physics and puzzles themselves. The opening seven levels, which are free to play, are simple but effective block-shifting affairs.
But then you're introduced to fire and water-based puzzles, which are a complete mess. Performance slows to a crawl, objects become unwieldy to manipulate, and everything takes a notable step back in terms of intuitiveness and sheen.
Telekinesis Kyle is the beginning of a nice idea, then, but it's still a little too fuzzy for its own good.