
In this new puzzle game, guide Edwin and Judy through an original story and many levels. And help them to avoid the eye of the supervisors and to escape from their orphanage for the least strange...
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Korean, Spanish - Latin America, Portuguese - Brazil, Portuguese - Portugal, Russian
Reviews
Super jeux d'ambiance, des graphismes sympa et un gameplay addictif malgré des niveaux parfois plus compliqué qu'on ne l'imaginerait. Je recommande fortement cela change des grosses licences qu'on a l'habitude de voir.
Me gustan los laberintos y este es uno de ellos, para descifrar caminos alternativos y poder evitar caeer en el vacio con mis 2 personajes que se mueven a la par.
Each Other, developed by Smeeki and published by Plug In Digital, is a minimalist puzzle adventure that revolves around coordination, logic, and subtle storytelling. Released on Steam in 2022, the game builds its entire design around a single central mechanic: controlling two characters simultaneously with the same inputs. What initially appears to be a simple idea quickly evolves into a thoughtful puzzle experience that requires careful planning and spatial reasoning. By combining synchronized movement with gradually escalating environmental challenges, the game creates a series of puzzles that constantly ask players to rethink how a single action can affect two characters in very different ways. The story follows two children, Edwin and Judy, who attempt to escape from the confines of an orphanage. Rather than presenting its narrative through lengthy dialogue or cinematic scenes, the game uses environmental design and progression to imply the characters’ situation. The orphanage is depicted as a restrictive place filled with barriers, surveillance, and obstacles that suggest the children are being controlled or monitored. As players guide the characters through different sections of the building, the setting itself hints at the motivations behind their escape. This understated approach allows the player to interpret the story gradually while focusing primarily on the puzzle-solving experience. The defining gameplay mechanic involves moving both protagonists at the same time using identical controls. When the player presses a directional input, both Edwin and Judy move in that direction simultaneously, even though they may be located in completely different parts of the map. The goal of each level is to guide both characters safely to their respective exits without allowing either one to fall into traps, collide with enemies, or become stuck. Because the characters often begin levels separated by walls or placed in different layouts, the same movement can have dramatically different consequences for each of them. This creates a constant mental challenge where players must visualize how each move will affect both characters before committing to it. What makes this mechanic compelling is how quickly it evolves from a simple concept into a complex puzzle system. Early levels introduce the basic idea of synchronized movement, giving players time to understand how positioning works. As the game progresses, however, the layouts become more intricate and new obstacles appear. Certain areas contain pits that must be avoided, while others introduce patrolling enemies that require careful timing. Some puzzles even require players to temporarily separate the characters across different sections of a map, forcing them to navigate hazards while maintaining synchronized control. These additions gradually increase the challenge without overwhelming the player with complicated mechanics. The game is structured into several chapters, each containing multiple levels that expand on the core gameplay idea. Each chapter introduces new twists that encourage players to reconsider the way they approach movement and planning. For example, some stages require careful timing to avoid moving enemies, while others involve narrow pathways where a single incorrect move could trap one of the characters. As players progress, they must begin thinking several steps ahead, planning entire sequences of movement before executing them. This gradual increase in complexity helps maintain a satisfying sense of progression throughout the experience. Visually, Each Other uses a simple pixel-art style that emphasizes clarity and readability. The top-down perspective ensures that players can easily see the layout of each puzzle and understand how obstacles are positioned relative to both characters. The environments within the orphanage are minimalistic but well organized, using subtle variations in color and design to differentiate rooms and corridors. Character animations are basic but expressive enough to convey the personalities of Edwin and Judy as they move through the environment. The straightforward visual design works well for a puzzle game, as it keeps the player’s focus on problem solving rather than visual distractions. Sound design also contributes to the atmosphere in a quiet but effective way. The background music is calm and understated, creating a reflective tone that complements the deliberate pace of the puzzles. Rather than drawing attention to itself, the soundtrack helps establish the mood of the orphanage environment while allowing players to concentrate on the challenges in front of them. Subtle sound effects accompany movement and interactions, reinforcing the feeling that each step is part of a carefully planned escape. One of the game’s strengths lies in how accessible its core idea is. The concept of controlling two characters with the same input can be understood almost immediately, making it easy for players to begin experimenting with solutions. However, mastering the later puzzles requires patience and strategic thinking. Players must develop the ability to visualize how each movement will influence both characters simultaneously, which becomes increasingly demanding as the maps grow more complicated. At the same time, the game’s modest scope may leave some players wishing for a larger experience. The number of levels is relatively limited, and the narrative remains intentionally subtle rather than fully developed. Players who prefer extensive storylines or large puzzle collections may find the overall length somewhat brief. Nevertheless, the game’s focused design ensures that its mechanics remain fresh throughout its duration, avoiding the risk of overstaying its welcome. Ultimately, Each Other stands out because of the elegance of its central idea. By transforming synchronized movement into a puzzle mechanic, the game creates challenges that feel both simple and intellectually satisfying. The understated storytelling, clean visual design, and gradually increasing difficulty combine to create an experience that feels thoughtful and carefully constructed. For players who enjoy puzzle games that emphasize logic, planning, and spatial reasoning, Each Other offers a compact but memorable challenge. Its creative mechanics encourage players to think differently about movement and problem solving, proving that a single well-executed idea can sustain an entire game. While it may be smaller in scale than many modern puzzle titles, its clever design ensures that the journey of guiding Edwin and Judy to freedom remains engaging from beginning to end. Rating: 7/10
Très bon puzzle game, les contrôles sont intuitifs, l'univers et l'histoire sont prenantes, la difficulté croissante, je recommande sans hésiter ! +1 pour ceux qui veulent se challenger un peu parce que certains niveaux vont vous retourner la tête ;)
J'ai rencontré le développeur et créateur de ce jeu à la Roch'N Game. J'aime beaucoup l'univers du jeu et l'originalité du puzzle. Je m'éclate à trouver la solution. Je recommande ce jeu à tout le monde et au fan de casse-tête. Hâte de le finir et de voir la suite ou d'autres jeux du créateur. Un bonus vous attend: arriverez-vous à ouvrir tous les coffres?
Petit jeu très sympa ! Graphismes du jeu plutôt simples mais très adaptés au gameplay ! Mécanique très intéressante, et les énigmes ne sont pas trop simple, certains niveaux sont à s'y casser les dents ! ;) Les petits plus : - une ambiance sonore un peu angoissante qui renforce l'univers un peu glauque de ces deux orphelins - entre les chapitres, l'histoire est vaguement expliquée par des dessins rapides, il n'y a donc pas de longues cinématiques à attendre, mais surtout, on a la sensation de ne pas tout comprendre, ce qui nous place vraiment dans le rôle d'un enfant, qui ne comprend pas tout ce qui se passe autour de lui. Une légère confusion enfantine qui contraste beaucoup avec la difficulté croissante des énigmes (qui nous rappelle que le joueur, nous, n'est pas un enfant). Bravo pour ce travail réalisé qu'à deux !
É um jogo muito misterioso e simples, mas que também é desafiador!!! Eu me irritei em momentos por não conseguir passar, mas ao resolver cada um dos puzzles foi MUITO satisfatório♥ conseguir fazer 100% dele sozinho e pegar todos os baús! Pra quem quer passar um tempo jogando e por sua mente para trabalhar, esse jogo vai desafiar sua mente! Em geral recomendo ele sim!!!
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