Compare I and Me prices across 50+ stores and find the best deal. Developed by Wish Fang. Published by Wish Fang. Released on 5/4/2016. Available on PC. Genres: Action, Indie.

Two black cats, one input, ninety levels of quiet philosophical puzzling - gorgeous in small doses, honest about its limits if you let it be.

My first impression of I and Me was that someone had folded a Studio Ghibli watercolour into a puzzle box and asked me to think about identity while solving it. That is either exactly what you want on a slow afternoon, or a warning to look elsewhere. Chinese solo developer Wish Fang built something genuinely unusual here: a puzzle-platformer where you control two identical black cats simultaneously, every jump and footstep mirrored perfectly, and the challenge is coaxing them apart or together just enough to land both inside a picture frame at each level's end. It is a single, elegant idea carried across four seasonal chapters and roughly ninety stages. The core mechanic is stranger than it sounds in writing. Because both cats share your inputs, you cannot just move one into position. You have to use the environment - walls, moving platforms, bouncy sheep, directional-flip wands, teleportation nodes, oil-lantern switches - to create or close the gap between them indirectly. Early levels teach this gently. Later ones layer the environmental tools until the solution requires you to think two or three moves ahead. The problem reviewers have noted consistently is that the difficulty curve never really bites. Most stages resolve quickly once you scan the layout, and the built-in hint system goes so far it practically plays the level for you. If you are after a puzzle game that makes you feel genuinely outwitted, this is not that game. What it is, is deeply calm. The audiovisual craft is where Wish Fang put its heart. Each seasonal backdrop has a painterly softness - twirling winter snowflakes, drifting spring pollen - that makes individual screens feel handmade rather than tiled. The soundtrack leans on quiet orchestral piano arrangements, each season with its own melodic character, and when it works it creates exactly the kind of meditative hum that carries a short game further than its runtime deserves. Some critics found the music repetitive under sustained play, which is fair. But in thirty-minute sessions it holds its atmosphere well. The story, delivered in cursive sentence fragments before each level, reaches for something philosophical about self-perception and solitude. The font is genuinely hard to read, and the narrative never quite earns its ambition. Think of it as mood-setting text, not a real narrative payoff. The honest accounting: Steam players have given it a very positive reception, which tracks with how the game plays best - as a sub-five-dollar, sub-three-hour palate cleanser rather than a main course. There is no replay value once the levels are done and the hidden diary pages collected. The lack of difficulty means it suits neither puzzle purists nor players chasing challenge, but it slots comfortably into the same shelf as a rainy-afternoon indie you finish in two sittings and quietly appreciate. For the right player - someone who responds to intentional pacing, wants a low-stakes mechanical idea explored with care, and can forgive a narrative that overreaches - I and Me does exactly what it set out to do, and it knows when to stop. Kai, Scout Team

I and Me
ActionIndie

I and Me

May 4, 2016Wish Fang
GamerScout Says

Two black cats, one input, ninety levels of quiet philosophical puzzling - gorgeous in small doses, honest about its limits if you let it be.

PC
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About I and Me

My first impression of I and Me was that someone had folded a Studio Ghibli watercolour into a puzzle box and asked me to think about identity while solving it. That is either exactly what you want on a slow afternoon, or a warning to look elsewhere. Chinese solo developer Wish Fang built something genuinely unusual here: a puzzle-platformer where you control two identical black cats simultaneously, every jump and footstep mirrored perfectly, and the challenge is coaxing them apart or together just enough to land both inside a picture frame at each level's end. It is a single, elegant idea carried across four seasonal chapters and roughly ninety stages. The core mechanic is stranger than it sounds in writing. Because both cats share your inputs, you cannot just move one into position. You have to use the environment - walls, moving platforms, bouncy sheep, directional-flip wands, teleportation nodes, oil-lantern switches - to create or close the gap between them indirectly. Early levels teach this gently. Later ones layer the environmental tools until the solution requires you to think two or three moves ahead. The problem reviewers have noted consistently is that the difficulty curve never really bites. Most stages resolve quickly once you scan the layout, and the built-in hint system goes so far it practically plays the level for you. If you are after a puzzle game that makes you feel genuinely outwitted, this is not that game. What it is, is deeply calm. The audiovisual craft is where Wish Fang put its heart. Each seasonal backdrop has a painterly softness - twirling winter snowflakes, drifting spring pollen - that makes individual screens feel handmade rather than tiled. The soundtrack leans on quiet orchestral piano arrangements, each season with its own melodic character, and when it works it creates exactly the kind of meditative hum that carries a short game further than its runtime deserves. Some critics found the music repetitive under sustained play, which is fair. But in thirty-minute sessions it holds its atmosphere well. The story, delivered in cursive sentence fragments before each level, reaches for something philosophical about self-perception and solitude. The font is genuinely hard to read, and the narrative never quite earns its ambition. Think of it as mood-setting text, not a real narrative payoff. The honest accounting: Steam players have given it a very positive reception, which tracks with how the game plays best - as a sub-five-dollar, sub-three-hour palate cleanser rather than a main course. There is no replay value once the levels are done and the hidden diary pages collected. The lack of difficulty means it suits neither puzzle purists nor players chasing challenge, but it slots comfortably into the same shelf as a rainy-afternoon indie you finish in two sittings and quietly appreciate. For the right player - someone who responds to intentional pacing, wants a low-stakes mechanical idea explored with care, and can forgive a narrative that overreaches - I and Me does exactly what it set out to do, and it knows when to stop. Kai, Scout Team

Tags

singleplayerachievementstrading-cardscloud-savestier:sub-5Dual-Character PuzzlerMeditativeShort PlaytimePiano SoundtrackSeasonal AestheticLow DifficultyHidden CollectiblesAtmospheric Narrative

System Requirements

Minimum

OS
Windows XP or later
Memory
1 GB RAM
Storage
500 MB available space
Graphics
GeForce 8800
Processor
2 GHZ, dual core

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Game Info

Developer
Wish Fang
Publisher
Wish Fang
Release Date
May 4, 2016

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What platforms is I and Me available on?

I and Me is available on PC.

When was I and Me released?

I and Me was released on 4 May 2016.

Who developed I and Me?

I and Me was developed by Wish Fang.