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Squish is a gelatinous blob that players control on screen. The game also doesn't penalize death, which is a good thing as players will die a bunch trying to solve later puzzles. Instead of smashing my Nintendo Switch with a rock when I got stuck on a specific pink orb, I would move to another part of the world. This is a great way to deal with rage-quitters like myself.
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Eventually players must gather all the pink orbs to complete the world, but they can do it in whatever order they feel like. Semblance encourages players to explore the world in a non-linear fashion. There is a super minimal tutorial built into the first level, and there is a delightful element of discovery and exploration that occurs as you play through each scene, and world. The game doesn't hold your hand at all as players learn a set of systems that all work together to force them to solve a diverse array of problems thrown at them. Nyamakop intertwine the player and each screen's design into a toolset required to solve each puzzle. The level design in Semblance is outstanding.
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