The second nicest thing I can say about Nebulous is that it’s a very solid puzzler. There are some forty levels or so, all of which feature multiple ways to complete them, so if you’re a puzzle perfectionist, there’s definitely a substantial amount of replay value to be found in attempting to complete each puzzle perfectly. On top of that though, the later levels introduce some rather interesting concepts that will actually make you think, there’s some genuinely smart puzzle design to be found here, now whilst none of it is amazingly original, but a good meal well-made and all that. Unfortunately, as far as I can see, that’s as far as I can go before having to delve into the three major issues that I found with Nebulous, now none of them are game breakers thankfully, but rather irritations that could probably have been corrected quite easily in development.
It was particularly surprising to me to find that repeated attempts to crack a puzzle without making any changes to my strategy would sometimes provide different results, which is something that really shouldn’t happen in a physics based puzzler. Additionally, it seems to be impossible to see a whole puzzle screen at once, this is likely due to the VR focus of the game’s development wherein the team expect the player to be physically looking around. For those who will tackle the game like myself though, this will lead to problems; personally, I found that I kept missing puzzle pieces until I had scanned the whole area multiple times, which is both time consuming and frightfully annoying.