A growing trend, especially among the indie community, is kid-friendly gaming with some meat. My five-year-old instantly fell in love with Arranger: A Role-Puzzling Adventure when she saw it. “Dad, can I sit on your lap?” And off we went. While I wouldn’t call any of the puzzles in this game five-year-old territory, the aesthetics pop and the charming character design drew my daughter in. With some collaboration, I was able to navigate her to some “aha” moments, and we had a grand time with Arranger.
We control Jemma, a girl who’s dissatisfied with her sleepy town and routine way of life. Venturing beyond her town’s walls is a bit of a no-no, however, because the Hold protects its denizens from static, a force that roots people in place and consumes their essence. Jemma’s a bit different, though: cared for by her adoptive mother and the townsfolk, no one knows her origins. She has the ability to slide objects around, looping them around the other side barring any static obstacles. In doing so, she can solve several problems. Though her departure’s met with mixed reception, she muscles her way out with her power and begins her journey of self-discovery.
Ostensibly light-hearted, Arranger carries some themes clearly directed at our comfort culture and reliance on technology. Static seems to be a metaphor for people who idle around and enjoy leisure, letting all the work get done by robotic flying birds, for example. This lifestyle dissatisfies Jemma, and in fighting static here and there, she helps new friends discover the benefit of change, novel experiences, and doing things for themselves.
While I don’t necessarily enjoy how bold and in-your-face the messaging is, I appreciate the innovative interplay between gameplay and storytelling. Jemma’s ability to move objects in the environment around to get past obstacles and solve puzzles demonstrates exactly what she tries to help others see. Static and new mechanics get in the way, but she can solve problems through perseverance, she can solve her own problems.
Tutorials and teaching occur through action with little exposition or writing to prompt players. If a new object or challenge presents itself, Arranger almost always shows the player how to navigate it or lets them figure it out for themselves. The temptation to tell players is clear, because so many games do that, but Arranger’s simplicity assists in letting players get messy. What helps is that players can’t die, making experimentation low-pressure and risk-free.
I wouldn’t call myself an expert at puzzles—Zachtronics games give me a headache—so when I say the puzzles in Arranger are on the accessible side, know that this is likely true for most people. If a puzzle does flummox, know that accessibility features in the options screen allow players to skip puzzles. At three separate moments, I had to take a break and come to a puzzle later when I was stuck, which did the trick each time. The more challenging puzzles occur in optional content areas.
Most of the game unfolds in an open world, though parts are compartmentalized into rooms. Naturally, each room houses a puzzle, tasking Jemma to get from point A to point B by moving obstacles in the room around. To explore, players often have options about what to do and where to go, though even these choices can be limited. Although mostly on-rails, Arranger feels like a game of exploration, and that’s partly because of the visuals and distinct environments Jemma comes across.
Setting aside unique obstacles to navigate, players usually have to move an object along a narrow path and figure out how to get around it. Since everything in a row or column moves with her, just walking in a straight line doesn’t usually help, though moving something beyond the edge of a path loops it behind Jemma, Jemma included; this is a core mechanic throughout. Unique mechanics litter the world with themes of grappling hooks, teleporting doors, rafts to cross water, and static objects that never move.
As referenced earlier, Arranger’s color is the key to enjoying this world. We’re not just solving puzzles; we’re discovering vibrant greens in the jungle, shades of yellow and brown in the desert, and strange purples in labs littered with static. All the while, Jemma ambulates and animates in charming fashion. Another fascinating choice is the background drawing approach. Most players would focus on the foreground because that’s where Jemma and the traversable paths are; however, take a second to stop and take in the surroundings. Hand-drawn still images appear and disappear beneath the foreground, creating a chronological story. Each image represents Jemma as her sprite walks along the path: characteristics of her surroundings and pictures that communicate emotion. Some of the background is a generic pattern, like leaves or sand, but these images appear in patchwork to express what Jemma may be seeing or experiencing. From an artistic perspective, this is a novel, welcomed touch.
Musically, Arranger relies on strings and percussion that complement the energy of the visuals. Don’t expect too many brooding tunes or intimidating tones. Well-composed and executed, the soundtrack and sound effects assist the vibe Arranger is going for, which can oftentimes blend into the background as a result.
Arranger is a fantastic introductory game for an older child or young adolescent who has an interest in puzzles. The artwork and quirky playstyle instantly drew my daughter in, so a parent looking to tag-team a game with their kid could easily pick this one up. The message, while a bit preachy at times, is a healthy one that I think would resonate with most kids.
For me, I wish the game had a bit more bite to it. The optional content was more my speed in terms of puzzle solving and felt satisfying to crack. Most of the game felt a touch on the easy side, and while easy isn’t the same as bad, I was left wanting. That said, Arranger’s story, chill atmosphere, and unique art style make it an adventure worth trekking.