You play as Stephen… or, I think you play as Stephen – I've seen fan art (yes, there's fan art) which has the character as a lady and one fellow journo assumed the character to be female. I am the sort of person who will happily chip away at this sort of thing over a series of evenings, disappearing into a kind of mental puzzle cave, supping on tea and munching Cadbury's fingers as I shuffle here and there, testing and resetting. To give a bit of extra guidance before the sausagey real talk: John does like puzzles but not Sokoban-style puzzles and thus has refused to play, while Adam isn't averse to puzzles but points out that he doesn't think in the right way for this kind of thing and thus would only play if someone who does enjoy them was sat next to him, making it a collaborative thing. The joy of the game, for me, also encompassed figuring those out, so if you know you like difficult, Sokoban-style puzzle games or are up for a challenge I'd say you want to stop reading this now and I suspect you will enjoy yourself. There won't be spoilers, precisely, because I'm not going to talk about the solutions to the puzzles, but I am going to talk about a few of the game's mechanics. It's worthy praise from what I've experienced so far but given that's only two islands of puzzling and I can see whole other sections tantalisingly close on the edge of my overworld map I'm going to talk about the puzzling process so far. ![]() You've probably heard sausage chat on the sausage vine over the last week as Stephen Lavelle's meaty tile-based puzzler has garnered praise from the likes of Jonathan Blow (him off The Witness and Braid) and Bennett Foddy (QWOP, GIRP). I have been doing variations of this all morning because I am stuck on the second island of Stephen's Sausage Roll. ![]() Right now I am probing cautiously at a tower of sausages occupying the centre of a little grassy patch of land.
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