The Perplexing Orb is a short, not particularly pretty game. Like many downloads we've reviewed it values gameplay over narrative or presentation; that's not a bad thing, but it isn't without flaws.
The concept of The Perplexing Orb is simple: take control of the titular orb and guide it through a series of puzzles to a goal, in this case a totem the ball must be rolled into. If it sounds similar to cult classics like Kororinpa or Super Monkey Ball, that's because it is. Unlike those games, however, The Perplexing Orb puts the player in direct control of the movement of the orb, rather than tilting the world itself to have an effect on the orb's direction. There's no support for motion controls or any of the Wii U's unique features, either; the GamePad screen mirrors what's available on the TV. The Perplexing Orb does, however, support the Wii U Pro controller in addition to the standard GamePad.
The levels crafted by TreeFall Studios are mostly straightforward affairs; the goal is often in sight of the stage's starting point with a direct path visible. The trick to these levels, of course, lies in the twists and turns required to get there. There are also cube-shaped artifacts littered about each stage, which one must collect to unlock more levels in the game's challenge mode. Most levels seemed a bit too easy for our tastes, and ranged from enjoyable to mundane. In each level the camera is fixed, which feels to us like a choice that limits stage design options; in a few stages the camera would be blocked by a structure or object that would introduce what seemed like unintentional difficulty.
Visually, The Perplexing Orb resembles a technical demo more than a finished product. The orb resembles a red rubber ball one might find on a playground, and the courses are made up of simple geometric shapes with low-resolution textures wrapped around them. Backgrounds also seem to be a single static, often pixelated, image. Lighting effects are there, and the orb casts a shadow, but it's not very impressive. Musically the game fares much better - the background tunes aren't memorable, but they're tolerable.
The Perplexing Orb's main mode — a sort-of story mode consisting of seven worlds, each containing a few puzzles apiece — is joined by a multiplayer mode and a challenge mode, both of which feel like missed opportunities. Challenge mode consists of just four stages, with each requiring more artifacts to unlock. After our first playthrough we had 300 of the 400 artifacts necessary to unlock all four challenge stages. The challenge stages rely mostly on balancing the orb on a series of increasingly narrow platforms rather than requiring any truly tricky movement. Unfortunately, the object of challenge mode is merely to beat these levels; the inclusion of a timer or leaderboards would do wonders here, along with an increased map selection. Each of the four challenge stages was a bit more difficult than most of the main game's offerings, but not by much; some of the main game's maps seemed more challenging to us than those offered in challenge mode.
Multiplayer is, unfortunately, a very bare-bones experience; it supports a maximum of two players, one using the GamePad while another uses the Pro controller. The two players must race to complete the objective, with two maps requiring that players find a randomly placed treasure chest before knocking over the goal totem, with the other two eschewing the chest and requiring a straight race to the totem. The limited map selection and short matches lead to this feeling like a last minute addition rather than a thoughtful inclusion.
Conclusion
The Perplexing Orb is an interesting concept, but it doesn't feel like a finished product. While what's there can bring brief moments of enjoyment, a typical playthrough should only last an hour at best, and there is no real incentive to return after that point. A short story mode, borderline useless multiplayer and a challenge mode that's far too easy make this one hard to recommend. If you truly miss this type of game it may be for you, but the vast majority of players will be better served saving their hard-earned cash.
Comments 20
I still have yet to find anything similar that's as enjoyable as the original Marble Madness.
UGLY
@GunarmDyne I'd recommend Kororinpa on the Wii, found it really enjoyable and actually made great use of the Wii remote too.
Hm... 'Treefall Studios'? I'm gonna call them out and assume that it's actually only one [very small] studio.
This sounds like Treefall's best game yet, so kudos to the guy for improving. I hope he keeps making new things and getting better each time. I'm sure that, just like Mr. Madiax above me, we'll eventually get something really special out of him.
Keep it up, guys! You're improving.
@wazlon I actually did play that. While I did enjoy it when I played it, it didn't feel as memorable.
@GunarmDyne I really enjoyed Hamsterball some years back. Finally gave up on the harder levels as they really required both speed and precision which a mouse just couldn't give me- I needed a trackball:
https://www.youtube.com/watch?v=zr4pRzWMqRg
@RCMADIAX not unless some rouge developer goes and makes one and releases it cheap for monkey ball withdrawal suffering gamers.....
Hint hint
Looking at the screenshots, it reminded of that old PC game Marble Blast Gold. I wish they made a similar game like this one for Wii U.

Korinpa is the best of these and I've played several.
Marble Saga (Korinpa 2) was good too, and in many cases, an improvement, but I prefer the first game.
Monkey Ball was good at first, but man I hate rushing, wish the bananas gave extra time instead of collecting for lives... would have been much more enjoyable for me.
Some very bizarre choices at work here. Floating trees/objects (wtf is the point of that??), hideous texture choices/patterns, the ball is way too floaty, with no use of squash and stretch (a term they probably don't even know) and not utilizing the gyroscope; which was how I assumed this game would be played when I saw the trailer. That would have at least made the game more challenging, rather than attempting to amp up the difficulty by not being able to see anything (that last screenshot for example). That's proof of amateur design to purposely make levels harder without really trying to fully flesh out the core idea of the game. Let's make a level where they can't see anything! :: evil laugh :: That just leads to frustration, rather than fair frustration, when the player knows they screwed up.
I'm all for people trying to achieve their dream or whatever, but these guys need to go to school, or simply put more time into the finished product. They don't belong on the eshop in their current state.
This review has saddened me I WANT MOAR MONKEY BALL DAMMIT!
The guy is making a bit of money I guess
@GrailUK It's funny, you'd think Super Monkey ball would be an obvious choice for a Wii U game because of the gyro controls. Super Monkey Ball is on 3DS, Vita and there were two on the Wii but not Wii U
I want more monkey ball too!
Soon, SOON.
I already have drawn and boiled down the 100 levels for the monkey ball-esque game I will make in the future.
I played the first, second, GBA and deluxe one to death, and I NEED to play something new in the same vein of SMB (Mercury meltdown and korinpa were fine), even if it means I need to do it myself.
Though, I just hope that the concept of rolling a ball around a maze or platforms and collecting stuff isn't patented. Wouldn't want getting sued by SEGA :v
@GrailUK I know that pain.
Since I saw banana blitz, I knew we wouldn't get something similar due to AV being dissolved and the developers of the first 2 games going elsewhere
@wazlon IDK.
IMO, the motion sensors killed the level design of the first 2 games. All the games in the monkey ball series that uses motion controls have disappointing and barely challenging level design. Case and point is Step n Roll for the wii, which uses the balance board. There's barely any challenge because levels had to be toned down for those who use the balance board.
It isn't a bad attempt I guess but I'm sure someone will come along and make a true Monkey Ball successor at one point. After the first 2 games and deluxe Monkey Ball got way too easy. The exception was the DS version as that was actually pretty good!
@Gridatttack I didn't like Banana Blitz and haven't played Step N Roll because I heard about it being toned down. Also when I think of the Super Mario Galaxy games they felt toned down too in the sense of difficulty when I compare it to SM Sunshine and SM64 - not saying they weren't great games but Mario's movement speed was definitely slowed down to cater for either the motion controls or a more casual audience.
This is why I'm hoping NX uses a normal controller.
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