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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.
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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.
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The level design in Semblance is outstanding.
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