
Where Are My Friends?
Four levels, four completely different genres, one tiny wheeled robot, and a planet on a countdown to extinction. Charming in ambition, uneven in execution.
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About Where Are My Friends?
I have a soft spot for experimental micro-projects that refuse to pick a lane, and Wheye, the one-eyed robotic protagonist of Where Are My Friends?, is exactly the kind of weird little creation I want to root for. He rolls around on a single wheel, he cannot speak, and the entire story is communicated through images and music rather than a single word of text. That wordless storytelling instinct is genuinely touching, and it signals that Beard Games Studio had something personal in mind when they built this thing. The structure is unusual by design. Four friends have gone missing on an alien planet that is about to blow, and to find each one you pass through a completely different genre. The puzzle-platformer section leans on timing and color-coded portal jumps through laser-filled corridors, learning through death at a generous respawn rate. The point-and-click level strips away dialogue labels entirely, leaving you to piece together item combinations by feel and instinct, which lands somewhere between charming and maddening depending on your tolerance for trial and error. Then there is a Metroidvania section with a dark cave environment and switch-hunting, and a sideways runner that shifts into a top-down perspective at points. Each zone carries its own soundtrack composed by Pavel Shestakov, and the music shifts register convincingly between sections, which is where the game earns the most consistent goodwill. Here is the honest part, though. The ambition of cramming four genre experiments into a two-to-four hour package means none of them get the room to breathe that they would need to feel complete. The point-and-click lacks the context to make its puzzles satisfying rather than arbitrary. The top-down runner segments are genuinely troubled by the hand-drawn art style, where judging platform depth from above becomes a guessing game rather than a skill challenge. Occasional control inconsistencies compound the frustration, with jumps sometimes triggering without input. The hand-drawn visual work is distinctive and personal, but the inconsistency in how that art integrates with collision geometry causes real friction. Who is this for, then? Honestly, it is for the player who finds value in seeing a small team stretch across genres as a proof of concept, rather than someone expecting a polished execution of any single one. If you are the kind of person who watches developer postmortems for fun and appreciates the audacity of the attempt, there is something genuinely endearing here. The premise is tender, the protagonist design is oddly memorable, and the soundtrack holds up on its own terms. But if you are looking for a tight runner, a satisfying point-and-click, or a rewarding Metroidvania, you will find better versions of each scattered across Steam at similar price points. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 7
- Memory
- 2 GB RAM
- DirectX
- Version 10
- Storage
- 2 GB available space
- Graphics
- Hardware Accelerated Graphics with dedicated memory
- Processor
- Dual Core 2.4 Ghz
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Game Info
- Developer
- Beard Games Studio
- Publisher
- Beard Games Studio
- Release Date
- Oct 10, 2017