The story of Cyto’s Puzzle Adventure begins with a very confused creature named Cyto. He has somehow lost all of his memories, and it falls on the player to rescue Cyto by helping him get his memories back. Within a visually stimulating world and to the sounds of a soothing soundtrack, the player has to solve unique puzzles to collect memory fragments and unravel the mystery, in what will prove to be an exciting journey. Reaching the portal at the end of each stage sounds simple, but not when dangerous obstacles such as spikes, bombs and rapid streams are in your path. In order to escape safely, Cyto and the player must carefully navigate each puzzling world. Cyto’s Puzzle Adventure does not require any academic skills and levels are not too challenging to discourage younger players. This game is recommended for kids six and older.
Adapting and adjusting to changing conditions and expectations.
Although levels are not overly challenging, the player will no doubt get stuck trying to reach a certain memory, alien organism, or portal, and will have to think of some new approaches. For example, some places can't be reached with a simple toss or sling, but instead by hitting another object in order to alter it's original trajectory. Maybe he was trying to go over it but somehow getting under it is the key? Or is it maybe to bounce off something? What about falling? As the player progresses through the game, he will encounter new obstacles, such as spikes, floating bombs, streams, and more, in addition to new ways to interact with things within the level. These evolving factors all require changes in thinking and ultimately adaption in order to triumph in the recovery of Cyto's memories.
Developing a systematic approach for setting and achieving goals.
At the beginning of each level, it's a smart idea for him to give the entire level a good look-over, so that he can analyze it and map out which organisms he will use, in what way, and in what sequence, in order to retrieve the three memory fragments. This is all while in the back of his mind he must be aware that the quicker he can finish the level, the better his score will be with respect to bonus points. Using the trajectories for help and playing the steps out in his head before acting creates smart moves, which ultimately use less time than blind tosses that will require multiple attempts before success. Thoughts such as How can I reach that memory fragment without hitting those spikes? should be going through his mind. Thinking ahead about his approach to the level also ensures he will pursue and collect each memory fragment, despite being able to "complete" the level with less than 3. His overall level of achievement is bolstered through use of Planning skills, from completion time, to reduced attempts, to the number of memories collected.
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