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Dissembler​ brings subtle, striking puzzles to iOS and PC

Indie game auteur Ian MacLarty is pleased to announce the release of his brand new game Dissembler on Apple touch devices and PC. MacLarty has built an international reputation for strikingly original and experimental games, from the award-winning high-speed rotational runner Boson X to the visually-arresting exploration game Catacombs of Solaris.

Dissembler is a something different: a deliberately-paced and thought-provoking puzzle game with a clean, sharp, minimalist presentation and a chilled soundtrack. Each puzzle begins as an abstract design made up of colored tiles, and players are challenged to flip pairs of tiles to match sets, which then vanish. When the screen is empty, the puzzle is complete. While it begins very simply, Dissembler slowly ramps up in complexity and difficulty until puzzles begin to resemble beautiful abstract artworks that could easily be framed and hung in a gallery. Removing every tile then begins to require careful planning and lateral thinking, but players are always free to undo every move and try new approaches without delays or punishment.

In Dissembler, MacLarty has achieved a rare balance: it is challenging but relaxing, a game which tests brain-power while also encouraging a state of focused relaxation across more than 120 beautifully designed levels. Dissembler was made with the support of Film Victoria’s production and market release funding. It is available today on the App Store for USD/GBP 2.99 (AUD 4.49) and on Steam or for Windows, Mac, and Linux for USD/GBP 3.99 (AUD 5.99) or in a bundle with the Dissembler original soundtrack by Paws Menu for USD/GBP 4.99 (AUD 7.49).

“It’s funny—I love making puzzle games but I don’t do it often because it’s hard to come up with original ideas. Dissembler flowed naturally out of a simple question I asked myself: what would a match-three game look like if you could always see which tiles were coming up next? I then needed to display that information clearly, so form followed function, and that’s where the look of the colored blocks and blocks-within-blocks came from. That then led to the tactile interface, the mellow soundtrack, all of it. The game as it exists now was originally intended to be a tutorial for an infinite mode, but I liked the discrete puzzles so much that it became the focus of the game. I’m really happy with how it’s turned out, and I hope everyone enjoys playing it as much as I did making it.” – Dissembler’s creator Ian MacLarty 

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