The dialogue is funny, the game is huge, the production is thrifty. Only walking and talking gets a little stale, especially with the environment being dead-silent with no ambience or music. But this balance between content design and production values is something everyone should strive for imo.
Olivia Kang
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Got really into the puzzles. The mechanics were excellently tutorialised, but could've been a little more forgiving. The cutting controls are fiddly, and the slots could've used a couple pixels of leeway, especially since everything is tiny. Story-wise, cutting off meaty parts from metal was really evocative and creepy in just the way I like it.