
Their faces are the playing pieces. The rules are their emotions!Ridiculously charming puzzles, wrapped around an epic tale of love and danger, topped off with an authentic old-time stringband soundtrack!The goal is to put every one next to their friends.But you can't please everybody all the time.
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About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
It's not a bad game. The developer has some creative ideas on how the puzzle changes as the game progresses. If you are looking for a cute, casual, puzzle game, you may enjoy this game. What makes me not recommend this game is an achievement("Nerd Dropped") which requires the user to spend hours playing an annoying bonus level where a lot of luck is required. When actively playing it, you can control left and right, but it's pure luck on if a peg is going to appear below you (character is in middle of screen, camera can not be zoomed out and camera has no intelligence, fall speed can not be reduced, initially lateral movement is slow(acceleration) and fully accelerating in one direction prevents pegs from loading). The game also has an annoying spin on the character which you are not able to control... this makes only pegs below or slightly to the right worthwhile. It took me around 3 hours of actively playing this annoying bonus level to reach level 50 (250,000 pts) Note that you may also have the bonus game run in the "background"(instead of actively playing), but at rate of ~2 points per second, the game will need to run for 1 or 2 days and must have the game window active. In the discussion board the developer did respond to the community that they heard the community feedback and would look into making changes, but never did (that statement was about 5 years ago). This is an older game(2014) so it's understandable that they wouldn't update it. "Don't Seal the Deal" is an example of a good creative achievement. Every other achievement is what you normally expect. If your interested in 100% completing this game, it is very doable, but if your like me and other players, you may find the "Nerd Dropped" achievement to be very annoying, and time consuming.
Girls Like Robots is a uniquely imaginative puzzle game developed and published by Popcannibal that turns social interaction into a logic problem filled with charm, humor, and surprising emotional depth. What seems at first like a lighthearted seating-arrangement puzzle quickly evolves into a complex system of relationships and personality management. The premise is disarmingly simple: players are given a grid and a set of characters, each with their own likes and dislikes about who they sit next to. Your task is to place them in such a way that everyone ends up as happy as possible—or, in some later cases, as angry as necessary. This simple setup becomes the foundation for over a hundred levels of creative puzzles that twist and expand upon the basic idea, transforming what could have been a one-note gimmick into a layered, surprisingly heartfelt experience. At its core, the game’s mechanics revolve around adjacency. Girls, as the title implies, like to sit next to robots. Nerds love being near books but can’t stand each other. Cows produce milk when surrounded. Volcanoes might erupt if placed too close to the wrong company. As new characters are introduced, their emotional rules add new variables to the logic grid, and what begins as a cheerful exercise in pattern recognition gradually turns into a web of interdependent relationships. Each puzzle becomes a small ecosystem of personalities, and success requires balancing happiness, chaos, and spatial efficiency. The game constantly reinvents itself—one stage might ask you to maximize joy, while another forces you to provoke anger or manage moving pieces that shift the balance mid-round. This willingness to subvert its own formula keeps the experience fresh and unpredictable, ensuring that no two levels ever feel quite the same. What truly sets Girls Like Robots apart from other puzzle games is its personality. Every character is represented by a square tile with a large, expressive face, animated in a way that communicates their emotions instantly. The simple art style, with its colorful, hand-drawn charm, amplifies the game’s lighthearted tone, while the soundtrack—composed of twangy folk tunes and playful melodies—adds to the cozy, homegrown atmosphere. There’s a sense of sincerity in how the game presents itself: nothing feels forced or cynical. Instead, it feels like a game made by people who genuinely enjoy experimenting with emotion, logic, and laughter. The story that ties the puzzles together is delightfully absurd, following a loose narrative involving love, volcanoes, and friendship that never takes itself too seriously. The writing is whimsical without being cloying, and the dialogue often lands with a dry humor that complements the visual simplicity. As the game progresses, the puzzles grow more intricate, and the joy of discovery shifts toward the satisfaction of mastering its systems. Some of the most memorable challenges involve unusual objectives that flip your expectations—asking you to make everyone angry instead of happy, or to strategically sacrifice one character’s mood to improve the overall score. This variety keeps players on their toes, but it also introduces a degree of unpredictability that can lead to frustration. Later levels, especially the larger grids with many interacting characters, can feel overwhelming as the number of possible configurations explodes. At times, the logical elegance of the early stages gives way to trial and error, where you spend more time swapping tiles than planning strategies. Yet even in its most difficult moments, the game maintains its charm; the lively animations and gentle music soften the frustration, encouraging you to keep trying until the solution clicks. From a design standpoint, Popcannibal deserves credit for the pacing and structure of the experience. The game’s three main acts gradually expand the scope of what is possible, introducing new mechanics and characters with just enough explanation to let you learn through play. Each stage builds upon the lessons of the previous ones, and the difficulty curve feels carefully measured, even when it spikes in the final stretch. The option to skip a level is a thoughtful inclusion, allowing players to move forward when stuck without breaking the flow of the narrative. For perfectionists, achieving high scores or completing every puzzle perfectly provides an additional layer of replayability, rewarding those who want to master every emotional nuance. The 4K remaster version released on Steam further enhances the presentation with sharper visuals and improved performance, giving the game a renewed polish that helps it age gracefully. Despite its accessible premise, Girls Like Robots has more depth than it initially reveals. Beneath its cheerful exterior lies an undercurrent of melancholy and sincerity. The puzzles, while mechanical in nature, are rooted in human emotion—how people connect, repel, and misunderstand one another. The act of arranging characters to satisfy everyone can feel like a metaphor for the delicate balancing act of social relationships. Every success feels earned because it reflects empathy as much as intellect. Few puzzle games manage to capture this blend of logic and feeling without becoming sentimental, but Popcannibal pulls it off with subtlety. The final chapters even hint at themes of loneliness, acceptance, and imperfection, reminding the player that not every puzzle in life has a perfect solution. There are moments where the formula shows its limits. Some mechanics, once introduced, disappear too quickly, leaving you wishing they had been explored further. Others overstay their welcome, especially in the longer later levels where the joy of discovery gives way to methodical optimization. But these minor flaws never overshadow the game’s personality or creativity. The pacing, variety, and emotional inventiveness of the experience make it stand out in a crowded genre. It’s a game that manages to feel handmade—crafted with warmth, humor, and a genuine desire to surprise. For players looking for something beyond the traditional logic puzzle, Girls Like Robots offers a world where thinking, feeling, and laughter all play equal roles. In the end, Girls Like Robots is a small gem of design—a puzzle game that’s as much about personality as it is about problem-solving. Its combination of expressive visuals, clever mechanics, and offbeat storytelling gives it an identity entirely its own. It can be challenging, occasionally maddening, but it’s always joyful in its experimentation. Whether you’re arranging girls beside robots, calming volcanoes, or navigating the bizarre social dynamics of cows and nerds, the experience is consistently engaging and filled with heart. Popcannibal has created something that transcends its simple premise, turning an abstract logic puzzle into an emotional playground where empathy and reasoning collide. It’s a rare example of a game that makes you smile as much as it makes you think. Rating: 8/10
Puzzles themselves are okay enough, but repetitive soundtrack gets old very quickly and it's unacceptably poorly optimized for how un-demanding on a system it should be.
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Un juego "de esos de pensar". Unas reglas basicas de como unos personajes afectan a los otros y puzzles logicos en los que tienes que optimizar la posicion de cada uno. Se puede acabar en unas cuantas horas sin mucha complicacion. Otro juego para los amantes de la seccion Completista del perfil de Steam
dope game, very funny
cute puzzle game
J'ai le seum parce que j'ai posé un phoque à la toute fin du dernier niveau lors de ma troisième tentative pour avoir le succès et donc j'ai dû recommencer encore une fois.
O jogo é bonzinho, agora tem umas conquistas que são chatinhas de pegar. zerei e nem me preocupei em pegá-las, pois se tornaria cansativo
Cute puzzle game that shows the true horror of planning party seatings. It's funny, humorous and light hearted. Careful with the nerds!
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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