Animal Well did more with 33MB than your GOTY did with 130GB
One developer, nine years, a single haunting little world that out-designs studios a thousand times its size.

The file size is a gimmick to lead with, and I’m leading with it anyway because it’s true and it’s funny and it makes a serious point: Animal Well is 33 megabytes, made by essentially one person over the better part of a decade, and it has more genuine design ideas per hour than nearly anything that shipped on a 130-gigabyte disc this year.
A metroidvania of pure secrets
On the surface it’s a familiar shape: a dark interconnected map, a handful of tools, a slow opening-up. What makes it special is that almost every tool is a puzzle box rather than a key. The yo-yo, the bubble wand, the frankly menacing flute — each one does three things you discover and a fourth the game never tells you about. It trusts you to be curious in a way that feels almost old-fashioned.
It treats your attention like a gift instead of a resource to be farmed.
And the secrets go deep — past the credits, past the “real” ending, into community-effort territory that I won’t spoil. There’s a confidence here that most big-budget design has lost: the willingness to hide something so well that maybe nobody finds it for a month, and to be fine with that.
The honest caveats
- It’s obtuse on purpose; if you need waypoints, this will frustrate you.
- A couple of late puzzles cross from “clever” into “keep a notebook.”
- It’s short on the surface and enormous underneath — mileage will vary wildly.
An 8.5, and a quiet reminder that scope is a choice and craft is the only thing that actually scales.
Proof that a single haunted little world can out-design a warehouse of triple-A ambition.
Plus
Every tool is a puzzle box; secrets with real depth; immaculate atmosphere.
Minus
Deliberately obtuse; late puzzles demand notes; not for the waypoint crowd.
Comments (6)
the flute. that’s it, that’s the comment. an entire layer of the game gated behind an instrument it never tells you is an instrument. perfect.
the ostrich chase had my heart genuinely pounding. a 33mb game out-horror’d every “horror” title i played this year.
obtuse-on-purpose is the right read. i kept a physical notebook for the late puzzles and felt like a detective. best gaming week i’ve had in ages.
the notebook IS the game once you get to the second layer. if that sounds like homework to you it’s genuinely not for you and that’s ok.
8.5 feels low to me honestly but i understand it. the obtuseness that i adore is going to lose a lot of people in the first hour.
one developer. nine years. this is the most romantic thing in gaming and nobody can convince me otherwise.
please nobody spoil the post-credits stuff in here. went in blind, community solved it together, genuinely one of my favourite gaming memories.