sylvie

beware of my sword

hello! i'm just a little sylvie, i like posting on this web site. meow meow meow

left half of love ♥ game, with @aria-of-flowers


mcc
@mcc

(Following up on this stream)

Sylvie Lime is a game available via Itch or Indiepocalypse which promises [from the Indiepocalypse description]:

  • Turn into a lime
  • Meet various girls in the computer and try to help them.

@Sylvie makes strange rule-breaking platformers (Girl Adventure is a personal favorite of mine) that remind me of the old Glorious Trainwrecks ethos that faded a bit into obscurity since Unity became the big thing and the members of the 2010 "queer indie scene" all… uh, let's say drifted apart. (Her style also shares a lot in common with Hubol, with whom she is a frequent collaborator.) The simplicity of these games is really refreshing and it's interesting that despite covering ground that was thoroughly explored in the GameMaker scene of a decade+ ago Sylvie still finds tons of entirely new ideas to cover. I always feel like I am learning something about game design when I play a Sylvie game. What I feel like I learned from this game is that turning into a lime is actually a very powerful mechanic with many interesting possibilities that video games have woefully underexplored until now.

Sylvie's main trick in her games is to just kind of program the mechanics of the platformer wrong, a little, or just not the way another game would do it, in a way that turns the basic act of moving around without losing control completely into a fascinating challenge all by itself. I feel like I just typed something kind of mean but I legitimately find this element of Sylvie games delightful. This game starts as a classic Sylvie platformer, leaving you barely able to move even a square from your starting point without dying and unable to reach the treasure chest which is just barely out of reach at the game's start. This is maybe a little bit off-putting to people who haven't played enough indie games to be accustomed to a game that initially presents a hard, unwelcoming exterior and wants you to work a bit to get at the moist game meat inside. What I would say is keep at it. Think of the mechanics as a puzzle: How can you use the verbs you have to get through the challenges you're presented with? There are a couple things that help here, one being that uniquely among the Sylvie games I've played Sylvie Lime gives you a kind of way around the platforming mechanics (no, not the lime), the other one being that repeatedly failing to do the simplest things in the first few screens is extremely funny.

If you can get past the first challenging bit Sylvie Lime rewards you well for it, with rich and cross-interacting mechanics that take the early platforming challenges (initially, unforgiving or even impossible) and crack them open in new ways; a lot of really interesting ideas about game design, presented in surprising ways; and combat(!) that is finely balanced in the best traditions of Mega Man and some fighting games.

Two more notes: Several people watching my stream mentioned watching the gameplay trailer helped them; I hadn't seen this before playing the game and I think it "gives away" several interesting techniques I enjoyed figuring out through the game itself. But, you might find it useful as a tutorial/walkthrough if you don't find yourself initially on the game's wavelength. (I do suggest giving yourself that experience of bouncing off it once before watching the video.) Finally, I played this game on a gamepad, but it uses many different keys from the keyboard; play however you want, but I found that trying to keep open joy2key (I used DS4win) and be constantly revising as you go trying out different mappings from your gamepad to the keyboard keys creates a very interesting sort of minigame. Can you design an optimal gamepad layout for Sylvie Lime? (You will still need to use the keyboard sometimes.)

There is a screenshot I took from my playthrough, which I was initially going to use as the header image from this post, but it's from a bit into the game so I didn't want to "spoiler" anyone just scrolling on Cohost. I think it communicates a lot about what this game is trying to do though. So you can find it after "Read more". ⬇️


In areas like consumer product design, it's often said that good design is "invisible". Game design is the opposite. A good game should get up in your face and should force you to struggle with new ideas. I don't want to be invisible. I want you to understand that there are real people behind this work who poured their heart into it.
(The game is not actually this blurry. Twitch did that.)

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in reply to @mcc's post:

i loved the stream and i really appreciate this writeup! thank you!

the "gameplay trailer" does spoil a few discoveries, intentionally, partly to entice people to try it out (because i think [REDACTED] is one of the funniest and most interesting mechanics) and partly to reduce the chance of people bouncing off (because the game is really unforgiving before you find [REDACTED] and learn how it works). i figured there's still enough fun stuff for people to discover on their own! it also almost feels like an extension of the open-ended nature of the game to me - whether you watch the trailer before playing is just another variable that affects how your experience unfolds compared to others....

Yeah one thing that really fascinated me is the verbs you unlock are really powerful but most of them sort of overlap, so the "route" is going to depend on what items you have at what time and what information you know about them. Like I know that was intentional but it landed really well I thought

Sylvie Lime was easily the best new-to-me video game I played in 2022 and I hope everyone will give it a try. I think it's really successful at bringing that unique, sometimes inaccessible sylvie flavor to a format that a much broader audience can enjoy. Her previous large release, Clockwork Calamity in Mushroom World: What would you do if the time stopped ticking?, (which, like Sylvie Lime, is available for free), also does a great job of this.

On a different note, as far as I know, I currently have the any% world record in the game. It's got some sweet tech invented by and the previous record-holder Hazel, but it's not a particularly good run, so I'd love some more competition!

I liked this writeup and really loved the game. I enjoyed bouncing off the first room until figuring out the amount of power you really start with. If you wanna see how good it can really be, there was a great low% speed run.

I have become such a controller player over the years that I was just unable to cope with keyboard controls and found myself also updating my joy2key mappings through my playthrough. I was sort of surprised to see that a modern controller had enough buttons etc to do all the frequent actions I needed. I think I was a bit frustrated at the time, but I like your thinking there and will retconn my experience accordingly, haha.