Hmm, people really like this game. I played to credits and enjoyed it well enough, but my overwhelming impression was that everything was a little... utilitarian, maybe? The world-building feels thin. Everything exists in service of (gameplay) puzzles, be they surface-level or deeper. I've realized my preference when seeing a mysterious mural in the background of a game is to wonder, what does this say about the fiction of the world? With Animal Well, I'm not sure there is a fiction of the world, and any vagueness + open-endedness I might like to dream into gets co-opted by puzzles. I feel no room to meaning-make, or be in dialogue with the game, since it all rolls up into something with a definitive answer. The level design is similarly functional. This isn't a place that exists for any other reason than to guide you to the four flames and to the credits. (And certainly to some post-game secrets that I haven't yet encountered).

La-Mulana keeps coming to mind as a point of comparison. That game is also chock-full of secrets within secrets, rooms with puzzles both front-and-center and embedded into the aesthetics and decor, etc... I can't articulate what La-Mulana does differently, but there's something in the experience of playing that game that works for me in a way that Animal Well doesn't approach. Some sense that if you kept tugging at the threads, it would resolve into something meaningful.

I understand there are multiple "layers" to this game, rolling credits being the first of them, and I do intend to keep playing. Maybe my feelings will change — I hope so! As it stands now though, despite Animal Well looking like my type of game, I don't think it's exactly my type of game.

Absolutely loved the style of interaction here and would love to see it explored in other games. The puzzles were great too. Alas….… the story/worldbuilding fell flat for me. Glad to have played this one regardless.

This review contains spoilers

Really fun exploration-based platformer, and a perfect ~7-hour length! Not too hard in either platforming or puzzles; both provided just enough friction to be quite satisfying... overall a very smooth ride from front to back, disregarding the final boss which was extremely annoying.

Sorta early on I discovered a way to jump really high, much higher than the high jump you eventually unlock, which allowed me to skip a few sections / complete some challenges easily. The timing was difficult at first, but I could do it reliably by the endgame. It was really gratifying to find what felt like hidden movement tech!! (or at least tech that isn't explicitly told to you). Cavern of Dreams seems to promote small revelations, like the ways areas can preview each other, or when you first put it together that you can carry an item from one area to another. My super-high-jump discovery felt like an extension of that, and it felt rewarded too, beyond being able to bypass some challenges — e.g., I was able to go up on the level boundary/walls in the green wing of the Gallery of Nightmares, and there was a sign with a message from Luna up there! I realized after getting all the eggs and unlocking the flying ability that maybe the sign was placed for wings-having players to find, so it was neat to find it early.

Anyway, I had a lovely time playing this.