Despite the game’s rather cutesy aesthetic, So Many Me can be quite challenging, and I have yet to get further than the first world. However, this is most likely due to a combination of my utter lack of skill when it comes to platformers and the absolute deviousness of many of the platforming puzzles. Which isn’t to say So Many Me isn’t a good game. It’s more that waiting to complete the game until I started my review would mean reviewing it sometime in 2020 and I’m sure none of you are going to wait around for that.
In the game you play as Filo, a little green blobby thing that through a random encounter with Asimov the scientist finds himself able to collect clones of himself by collecting Ark Seeds. In addition to having a whole pile of clones following behind him, Filo finds that he can change the shape and texture of some of his Me’s in order to continue exploring. For example, you can turn Me’s into blocks to help get across wide gaps, or you can turn a Me into a jelly blob that the rest of you can bounce on.
There are also larger forms you can take, like the Jellysarus that can bash through barriers. The graphics and concept are incredibly charming, as is the music and sound design. However, many of the puzzles are devilish enough that I nearly threw my controller clear across the room. Rick got quite the giggle hearing me cursing and shouting at my computer as I made futile attempt after futile attempt to figure out how to get from one place to another with only the Me’s I had at that time.
I assume that because you can return to levels after completing them, some puzzles can only be completed by getting certain power-ups and special moves that are unlocked later in the game, but the first level of the second world totally messed me up. And while I admit that I am not the best at platformers, being a little too button mashy and impulsive for such fine motor skilled activities, I do feel like the controls needed to be a little more tight and refined, especially considering certain passages require making three or more button pushes in a row in order to jump and transform and recall and jump and transform in quick succession.
However, slippery controls were only part of the problem as the level design was incredibly unforgiving at times. Certain jumps could only be achieved with PERFECT timing and positioning, making the game much more hardcore than the cheery aesthetic seemed to convey.
While far from a perfect game, the unique mechanics and charming tone still lead me to recommend So Many Me to platformer enthusiasts. Just don’t say I didn’t warn ya.