Previously, we played Paragon Infinite, the arcade reimagining of the original game Paragon. Our eyes fall to this progressive puzzler and equally timing-reliant game experience.
Paragon (from now on referred to as Paragon: Prime because it sounds cool) "enjoyed" an extended, 3-year-long development cycle at the hands of Mike Lasch. I imagine this is due to the difficulty in crafting a challenging game that forces you to learn the layout of each level and failing multiple times before being successful.
Let me explain. If you happened to watch how Paragon Infinite plays, then you should be loosely familiar. For those who haven't (go watch!), I described it thusly, "collect gems and guide a ball through barriers as it bounces up and down a filament-like strand before being released forward as it is chased by an ever approaching kill barrier." Even in the context of Infinite, that doesn't make much sense. Prime still has gem collecting and the filament action where the ball follows a rail and . Infinite measures progress simply as a numerically-based score with no end goal. Prime uses gem collection sort of like a checkpoint where they all need to be collected in order to complete a level. Score is determined, golf-style, by the number of times a ball reaches the end of a rail and bounces back. Fewer bounces means a better rating and score.