The best thing I can really say about Crossworlds’s visuals is the design of the locations. You will be transported to several strange worlds, one that is a robot ghost town, one a city in the clouds, and one that seems to be out of an elven village in The Lord of the Rings. Then there is the rest of the game.
I typically found myself frustrated during the hidden object screens because Crossworlds leans towards the least clever form of hidden objects. Most of these screens have you looking for objects that are completely the wrong scale and simply don’t make sense in the room, or worse yet, are plastered randomly on the screen but with a transparency level that makes the shape a ghost of what you are looking for. Couple that with objects hidden behind other elements on the screen so you can only see a little bit and you have a hidden object game that begs you to hit the Hint button at least once-per-screen. Simply put, it feels cheap.
The game’s generic music doesn’t do much for the feel of the game. While there seems to be some differences in the feel of the music when you are in the different areas, I found the music to be rather annoying after a while. Needless to say, I prefer playing Crossworlds: The Flying City with the sound off.