
So Many Me
Cute packaging, real teeth underneath: So Many Me tricks you with pastel blobs and then demands Lemmings-grade resource logic across 50 levels of clone management.
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About So Many Me
My first hour with So Many Me had me nodding along politely, placing a clone-block here, hopping a spike there, wondering what all the puzzle-platformer fuss was about. Then the transmutation fruits arrived and the game quietly rearranged my brain. Each zone introduces a new fruit that reshapes your clones into different tools: one turns a Me into an enemy-distracting decoy, another into a bouncing trampoline, another into a flying form that lets Filo reach otherwise impossible heights. The design loop is closer to Lemmings than to Mario. You start each stage with Filo alone, collect ark seeds to grow your squad of Me's up to a maximum of eight, then budget those clones across competing demands: weighing down pressure plates, blocking projectile turrets, stacking into climbing columns, and still having enough left over to reach the exit. Every clone spent on one problem is a clone not available for another. That trade-off calculus is where the real game lives. The dual-layer difficulty structure is genuinely smart, and I say this as someone who normally dismisses "accessible yet deep" as marketing noise. Reaching the level exit is achievable for most players with basic platforming competence. Hunting the three hidden collectibles per stage, which include additional ark seeds, costume pieces, and artifact ingredients for power-up crafting, requires a step-by-step logic that reviewers have rightly compared to solving a computation problem rather than just executing reflexes. If you are the kind of player who reads the whole tooltip before moving, you will find the puzzle design rewarding. If you hate redoing sequences after a misclick, note that bungling a multi-step arrangement means scrapping the entire clone layout and restarting the chain, a flaw that surfaces repeatedly in the mid-to-late game and was a consistent irritant across critical coverage. The boss fights are the weak link, and I will not dress that up. Several require one-hit-kill precision in timed sequences, like the volcanic final encounter where you must disable a shield by placing blocks in four screen corners while dodging falling debris. One slip resets the whole fight. The bosses feel imported from a more punishing, less thoughtful game than the clever puzzle levels surrounding them. Controller input is strongly recommended over keyboard, since the default arrow-key-plus-D layout asks for an awkward finger spread that becomes actively harmful when timing matters. Mac users on Catalina or newer should also be aware the game is flagged as incompatible beyond macOS 10.14. What keeps So Many Me from collapsing under those frustrations is the quality and variety of its 50 levels spread across five worlds. The game earns its Metacritic score of 78 and its 90% positive Steam user rate honestly. The art is warm without being cloying, the soundtrack is low-key and relaxing rather than loop-fatiguing, and the writing has enough self-aware humor to keep cutscenes from feeling like mandatory delays. There is no mod ecosystem to speak of and no multiplayer, so longevity depends entirely on whether you chase the 100% collectible run. For completionists that is a meaningful extra commitment beyond the roughly nine-hour main path. For everyone else, the game is a clean, satisfying single sitting that respects your intelligence without hiding its puzzle logic behind obscure tricks. Diego, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows Vista, Windows 7, Windows 8, Windows 10
- Memory
- 2 GB RAM
- DirectX
- Version 9.0c
- Storage
- 1 GB available space
- Graphics
- NVIDIA GeForce 7600 series, ATI Radeon HD 2400 series
- Processor
- Intel Core™2 Duo Processor, AMD Athlon x2 Processor
- Sound Card
- DirectSound compatible (DirectX 9.0c or higher)
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Reviews & Ratings
Game Info
- Developer
- Extend Studio
- Publisher
- ORiGO GAMES
- Release Date
- Jul 17, 2014

