WayOut has a lot of things I like in a mobile puzzler - stylish but clear visuals, a simple but clever premise, and a chilled pace that doesn't rush you into solving anything.
It's a very accomplished puzzler that plenty will enjoy - but I can imagine that some people will struggle to warm to it.
Who turned the Lights Out
WayOut is openly inspired by Lights Out, a 1985 electronic game from Tiger Electronics. The goal in such games is to flip all of the counters on a grid over to one colour.
When you touch one tile, all adjacent tiles flip to their opposite state. There's a maddening ripple effect to every move you make, undoing much of your hard work if you're not careful.
WayOut throws in non-regular grid design and special modifier tiles, like tiles that only work in certain directions, and even additional colours.WayOut of my league
Cards on the table: I'm not very good at WayOut. I got stuck on a couple of puzzles in the very first world, and it doesn't get any easier in the second.
Rather I found that the repetitive, grinding trial and error nature of WayOut's gameplay itself wore thin rather too quickly. Tricky levels rapidly devolved into mindless, frustrated random button pressing in a bid to stumble upon an answer.
WayOut is far from a bad puzzler. If your mind is of a sufficient disposition and sharpness, you'll doubtless revel in its rigid binary patterns.
It's crisply presented and pleasant to interact with - Dropout nails the clicky satisfaction of pressing real buttons - and when things are ticking along at a normal rate the levels prove to be good fun to play through.
But when WayOut steps things up a notch and moves on to another level of challenge, it's not always successful at bringing the average semi-committed player along with it.