Pushing up daisies

Cover image for YouTube video

It’s a neat idea, and puzzles are never anything more than breezy brain ticklers at most, but the controls are super finicky. Moving the grid can be incredibly clunky, and with the more complex puzzles that require precision, it completely pulled me out of the game. I think slow and steady is the key here, as when I tried to be more delicate with my tile movements it was much smoother. I still think this grid system is great, even with the small hiccups - just don’t treat it like you’re trying to smash a Rubik’s Cube world record, or you really will feel like you’re stuck in purgatory.

Moving the grid slowly made issues almost disappear, but when a strike of puzzle-solving inspiration hit I wasn’t able to quickly carry out what I wanted.

Spleens take up room on the grid-board meaning less space to maneuver your characters around.

I call it a middle plane, but environmentally it’s not what you expect at all from limbo. Chapters take place in a variety of colourful locations like a frozen forest where you need to trudge through snow, a bustling airport with constantly moving conveyor belts, there’s a secret laboratory with weird tubes and pipes, and our ghost pals even make a trip to the beautifully eerie surface of the moon. It’s a wonderful mix of 2D characters with 3D environments, and it’s fun in the way they interact. Levels will have giant objects scattered about that you can make characters bump into, like brushing away some crispy leaves or bouncing a spikey green conker shell out of your way.

Right in the feels. Thanks buddy.

Right in the feels. Thanks buddy.