After the psychological mindf*ck metagame that wasExecution, this week’s Indie Nation goes back to basics. There are no anti-war messages, questions of murder and consequence, or really any theme at all inLove.

Dtoider Blake turned me onto this charming (yet blisteringly difficult) platformer, which was just released a week or so ago. As a game, it has no pretentions whatsoever: it’s just a solid, incredibly challenging platformer that just happens to allow the player to set their own respawn checkpoints.Loveincludes nothing that’s going to change the world, and that’s what makes it fun: it’s just straight platforming at its most inspired and difficult.

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You can grab the five-level demohere, buy the full game (for only one dollar!) at theofficial site, and check out my impressions after the jump.

On the one hand, I absolutely adore (I don’t wanna say “love,” because that’ll give birth to ridiculous sentences like “the thing I love most aboutLove” or “I loveLove“) many things about this game.

John and Molly sitting on the park bench

The fact that the player can quickly and painlessly set their own spawn point, for example, is averysimple mechanic that makes ahugedifference on the gameplay. When you’re able to define when and where you spawn with the touch of a single button, the game stops becoming about surviving or making it through the levels intact so much as it’s about experimentation and getting multiple tries at hellishly difficult jumps without having to retread half the level just to get back to where you were when you died.

I also like the minimalistic graphics, the cool soundtrack, and the difficult-as-hell level design changes up the player’s tasks every time they enter a new room. First, you’ll just be running and jumping; then, you’ll be using bouncy pads to navigate over a bottomless abyss; then you’ll fall into a slow-time tunnel and have to avoid spikes sticking out of the walls. Each of the levels feels different, while still being pleasantly challenging.

Close up shot of Marissa Marcel starring in Ambrosio

If that’s the case, though, thenwhyam I probably never going to finishLove? Why, despite how charming I find the game to be, am I physically incapable of actually completing it? Quite simply, it’stoogoddamn hard.

With only 20 levels in total,Loveis a relatively short game, and the player is even given a hundred lives to start with. Twenty levels in a hundred lives? Sounds easy, right?

Kukrushka sitting in a meadow

Wrong.

Everytime you wanna teleport back to your spawn point, you lose a life. Everytime you touchanything, you lose a life. Anytime you experiment with wacky jumps and leaps of faith, as the gamesuggestsyou do, you’ll probably lose at least five lives. It may sound weird to call a game that literally starts you off with 100 extra chances “unforgiving,” but that’s the way it is — the manual respawn and hilariously difficult levels seem to suggest experimentation and learning without having to replay through stuff you’ve already, but the players’ limited lives basically undo those otherwise brilliant design choices. When the player’s lives are all used up, he’s smacked back to the title screen and has to start theentiregame from scratch. Why?

I had so much damn fun defining my own respawn points and being able to play around in these imaginative levels without the consequence of replaying stuff I’d already seen before. Why suddenly go back on that design choice just because I lost a few more times than I should have? The levels aren’tthatdifficult once you initially figure out how to get past them, so having to replay through the first dozen levels or so just to get back to where you last were when your hundredth life dried up feels kind of irritating, and unnecessary. Since there’s also no ability to save, this means that you’llhaveto play the whole game in one go in order to beat it.

Lightkeeper pointing his firearm overlapped against the lighthouse background

And yet, I keep trying. Despite being continually punished byLoveat every tur, Istillwanna go back in and beat the game. I saidLovedidn’t have any practical themes behind it, but maybe I was wrong; maybe the fact that I keep coming back to the game for its few brilliant gameplay mechanics, despite how much it mocks and abuses me, really works as a metaphor for an abusive relationship.

Love‘s a real bitch, but hell if I don’t like having her around.

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Edited image of Super Imposter looking through window in No I’m not a Human demo cutscene with thin man and FEMA inside the house

Indie game collage of Blue Prince, KARMA, and The Midnight Walk

Close up shot of Jackie in the Box

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