CLeM

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Description

CLeM is a narrative-driven ‘Puzzlevania’ adventure game that blends classic point-and-click mechanics with puzzle-solving in a darkly whimsical fantasy setting. Players follow the commands of a mysterious magical girl, collecting and manipulating items to progress through a story filled with eerie twists. With its side-view perspective, handcrafted artwork, and a runtime of around three hours, the game offers a compact yet emotionally engaging experience, perfect for fans of atmospheric, story-rich adventures.

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CLeM Reviews & Reception

metacritic.com (80/100): A really great game with an amazing, emotional story and beautiful artwork that loses a lot from its short playtime.

opencritic.com (80/100): CLeM delivers a short but excellent point-and-click experience with some cracking puzzles and varied gameplay to make up for its compact size.

jumpdashroll.com (80/100): CLeM is also a game where the act of writing things down might be helpful.

CLeM: A Hauntingly Beautiful Puzzle Adventure That Stitches Together Whimsy and Darkness

Introduction: A Doll’s Awakening in a House of Secrets

You wake up on a cold, damp floor, your body stiff and unfamiliar—until you realize you’re not human. You’re a ragdoll, stitched together with care, yet devoid of memory. A voice echoes in your mind: “Bring me beauty.” With nothing but a cryptic notebook titled CLeM and an eerie mansion to explore, you embark on a journey that blends the macabre with the melancholic. CLeM, developed by Mango Protocol and published by Iceberg Interactive, is a narrative-driven puzzle adventure that defies easy categorization. It’s a “Puzzlevania”—a fusion of Metroidvania exploration and classic point-and-click puzzle-solving—wrapped in a gothic fairy tale that feels like a lost Tim Burton sketchbook come to life.

At its core, CLeM is a game about discovery—not just of the mansion’s secrets, but of the emotional scars left behind by its absent inhabitants. The game’s brilliance lies in its ability to balance childlike wonder with creeping dread, making it a standout in the indie adventure genre. But does its short runtime and occasional puzzle opacity diminish its impact? Or does its haunting atmosphere and clever design elevate it to something greater? This review will unravel CLeM thread by thread, examining its narrative depth, gameplay mechanics, artistic vision, and lasting legacy.


Development History & Context: The Birth of a “Psychotic Adventure”

Mango Protocol: Crafting Dark Whimsy Since 2013

CLeM is the fourth entry in Mango Protocol’s “Psychotic Adventures” series, a collection of narrative-driven games that blend dark humor, surreal storytelling, and unconventional gameplay. The Barcelona-based studio, founded in 2013, has carved a niche for itself with titles like MechaNika, Agatha Knife, and Colossus Down—games that prioritize narrative experimentation and offbeat charm over mainstream appeal. CLeM continues this tradition while refining the studio’s approach to puzzle design and environmental storytelling.

The game’s development was led by a small but passionate team, with Mariona Valls Porta serving as the creative linchpin—handling art direction, character design, environment graphics, and even voice acting. Javier Gálvez Guerrero contributed to scripting, programming, and production, while Jordi Garcia focused on game design, animation, and visual effects. The result is a cohesive vision where every element—from the hand-drawn art to the eerie soundtrack—feels intentionally crafted to immerse players in its gothic world.

Technological Constraints and Design Philosophy

Built in Unity, CLeM employs a 2D/3D hybrid aesthetic, blending hand-drawn characters and objects with 3D environmental navigation. This choice allows for a more dynamic camera and depth of field, enhancing the mansion’s oppressive atmosphere. The game’s fixed side-view perspective and flip-screen transitions evoke classic adventure games, while its Metroidvania-inspired backtracking adds a modern layer of exploration.

One of the most striking design decisions is the notebook mechanic, which serves as both inventory and narrative device. Players collect sketches, notes, and alchemical diagrams, all of which are seamlessly integrated into the protagonist’s journal. This not only streamlines puzzle-solving but also reinforces the game’s themes of memory and discovery.

The Gaming Landscape in 2024: A Niche Within a Niche

CLeM arrived in a gaming ecosystem dominated by open-world epics and live-service juggernauts. Yet, it found its audience among fans of narrative-driven indie adventures, a genre that has seen a resurgence in recent years thanks to titles like Kentucky Route Zero, Inscryption, and The Case of the Golden Idol. What sets CLeM apart is its accessibility—it’s a game that respects players’ intelligence without punishing them for not being genre veterans.

Its “Puzzlevania” label is more than just marketing jargon; it’s a mission statement. By merging the inventory-based puzzles of classic adventures with the progressive unlocking of Metroidvanias, CLeM offers a fresh take on two well-worn genres. The game’s brevity (roughly 3-5 hours) also makes it an easy sell in an era where players are increasingly time-conscious.


Narrative & Thematic Deep Dive: A Gothic Tale of Loss and Redemption

Plot Summary: A Doll’s Purpose and a Witch’s Despair

CLeM begins with a simple premise: you are a ragdoll, brought to life by an unseen force, tasked with gathering insects that embody human virtues—beauty, loyalty, determination, hope, and strength—for a young witch residing in the mansion. As you explore, you uncover the tragic history of the family that once lived there: a mother and daughter torn apart by resentment, a father lost to time, and a home that has become a tomb of memories.

The game’s narrative is environmental and fragmented, delivered through:
Handwritten notes and letters scattered throughout the mansion.
Journal entries automatically added to your notebook as you discover clues.
Voiceovers from the witch, whose childlike innocence belies a deeper sorrow.
Symbolic puzzles that reflect the family’s emotional turmoil.

By the game’s climax, players are faced with a moral choice that determines one of two endings—one of redemption, the other of perpetuated sorrow. The story’s power lies in its subtlety; it never spells out its themes explicitly, instead trusting players to piece together the tragedy from the remnants left behind.

Themes: Grief, Manipulation, and the Weight of Memory

CLeM is, at its heart, a ghost story—not of specters, but of emotional hauntings. The mansion is a physical manifestation of the family’s fractured relationships, with each room representing a different facet of their pain:
The greenhouse, overgrown and neglected, mirrors the mother’s withered hopes.
The library, filled with half-finished research, symbolizes the father’s abandoned dreams.
The child’s bedroom, cluttered with toys and drawings, reflects the daughter’s loneliness.

The game explores several key themes:
1. The Cycle of Abuse and Manipulation
– The witch’s commands are initially benign, but as the story progresses, her demands grow darker. Players must question whether they are helping or enabling her descent into despair.

  1. The Fragility of Memory

    • The notebook serves as both a tool and a metaphor—just as the doll records its findings, the family’s memories are preserved in letters and sketches, yet they are incomplete, leaving gaps for interpretation.
  2. Redemption Through Understanding

    • The game’s two endings hinge on whether the player has learned from the past. The “good” ending requires empathy; the “bad” ending is a result of blind obedience.

Characters: Silent Protagonists and Echoes of the Past

  • The Ragdoll (Player Character)

    • A silent, stitched-together homunculus with no memory of its creation. Its lack of dialogue makes it a blank slate, allowing players to project their own interpretations onto its actions.
  • The Witch (Clem)

    • A young girl whose voice is heard but whose face is rarely seen. Her commands grow increasingly desperate, revealing her loneliness and guilt over her family’s collapse.
  • The Absent Family

    • Though never seen, their presence is felt in every room. The mother’s bitter letters, the father’s unfinished work, and the daughter’s childish drawings paint a portrait of a family that loved deeply but failed to understand each other.

Dialogue and Writing: Less Is More

CLeM’s writing is minimalist yet evocative. The witch’s dialogue is sparse, often limited to cryptic commands like:

“Bring me beauty.”
“Find the one who never gives up.”

This brevity forces players to read between the lines, making the eventual revelations more impactful. The game’s lack of exposition is a strength—it trusts players to engage with its world rather than holding their hand.


Gameplay Mechanics & Systems: Puzzles, Progression, and the Joy of Discovery

Core Gameplay Loop: Explore, Collect, Solve

CLeM’s gameplay revolves around three pillars:
1. Exploration – Navigating the mansion’s interconnected rooms, uncovering hidden paths as new tools are acquired.
2. Inventory Management – Collecting and combining items to solve puzzles (e.g., fusing a glass shard and a handle to create a Lens of Truth).
3. Puzzle-Solving – Deciphering environmental clues, from symbol-matching locks to maze navigation.

The game’s Metroidvania structure ensures that progression is gated not by combat or skill, but by intellect and observation. New tools (like the Rune Key or Teleport Charm) unlock previously inaccessible areas, encouraging players to revisit old rooms with fresh eyes.

Puzzle Design: Clever, Challenging, and Occasionally Cryptic

CLeM’s puzzles are its greatest strength and occasional weakness. They are:
Diverse – Ranging from inventory-based combinations to logic-based sequences (e.g., aligning a key’s runes to match a lock’s pattern).
Thematically Integrated – Many puzzles reflect the mansion’s history (e.g., a clock puzzle tied to the father’s obsession with time).
Mostly Fair – Clues are often hidden in the environment or the notebook, though some solutions require lateral thinking.

However, a few puzzles suffer from opaque design, particularly:
The Firefly Puzzle – Requires synchronizing a switchboard with a firefly’s flashing pattern, a task that feels more tedious than clever.
The Safe Combination – Lacks clear signposting, potentially leaving players stuck without external guidance.

Inventory and Crafting: Alchemy for the Curious

The notebook is the game’s most innovative mechanic. It:
Automatically records important clues, sketches, and items.
Allows players to combine objects (e.g., merging a jar and a net to catch insects).
Serves as a journal, reinforcing the game’s themes of memory and discovery.

This system streamlines traditional adventure game frustrations (e.g., pixel-hunting or inventory bloat) while maintaining depth.

Movement and Pacing: A Leisurely Stroll Through Sorrow

The game’s slow movement speed has been a point of contention among players. While it reinforces the doll’s clumsy, stitched-together nature, it can make backtracking tedious, especially in later sections. The inclusion of fast-travel points (via the Teleport Charm) helps, but a user-adjustable speed slider would have been a welcome addition.

Multiple Endings: Choice and Consequence

CLeM’s two endings are determined by:
Whether the player has uncovered key lore (e.g., reading the mother’s final letter).
A final moral choice that reflects the player’s understanding of the family’s tragedy.

The “good” ending is bittersweet, offering closure, while the “bad” ending is a haunting reflection of cyclical suffering. Neither feels unearned, making the choice meaningful.


World-Building, Art & Sound: A Mansion That Breathes with Sorrow

Setting: A House That Remembers

The mansion is CLeM’s true protagonist—a living museum of grief where every room tells a story:
The Greenhouse – Once vibrant, now overgrown, symbolizing neglect and lost beauty.
The Library – Filled with astronomy charts and unfinished research, hinting at the father’s abandoned dreams.
The Child’s Bedroom – A time capsule of innocence, with toys and drawings that contrast with the game’s darker themes.

The game’s fixed camera angles and flip-screen transitions enhance the mansion’s claustrophobic yet expansive feel. Players are constantly revisiting familiar spaces with new context, making the environment feel alive with history.

Art Direction: Tim Burton Meets Gothic Storybook

CLeM’s visuals are a masterclass in atmospheric design:
Hand-Drawn Characters – The ragdoll’s stitched, lopsided appearance contrasts with the mansion’s decaying grandeur.
Desaturated Palette – Muted browns, grays, and blues dominate, with pops of color (e.g., the butterfly’s wings) drawing attention to key objects.
Lighting and Shadows – Candlelit corridors and flickering light sources create a constant sense of unease.

The art style is whimsical yet melancholic, perfectly capturing the game’s duality of cute and creepy.

Sound Design: A Symphony of Silence and Sorrow

Composer Pau Damià Riera’s soundtrack is subtle yet devastating:
Piano and Violin Melodies – Haunting, repetitive motifs that evolve as the story progresses.
Ambient Drones – Low, unsettling hums that fill the mansion’s empty halls.
Diegetic Sounds – The creak of floorboards, the flutter of insect wings, and the witch’s whispered commands immerse players in the world.

The sound design never overpowers the gameplay but enhances the atmosphere, making the mansion feel alive with unseen presences.


Reception & Legacy: A Cult Classic in the Making?

Critical Reception: Praise for Puzzles, Criticism for Pacing

CLeM received generally favorable reviews, with critics praising its:
Inventive puzzle design (“A brilliant little puzzle game” – Try Hard Guides).
Haunting atmosphere (“A gothic adventure that will creep its way into your heart” – Gazettely).
Emotional storytelling (“A moving finale that pulls subtly on the heartstrings” – Indie Hive).

However, some criticisms emerged:
Slow movement speed (“The movement will be a little too slow for some” – God is a Geek).
Occasionally opaque puzzles (“Some puzzles suffer from inscrutable design” – Niche Gamer).
Short runtime (“Loses a lot from its short playtime” – GameGrin).

Metacritic Score: 79/100 (PC) | User Score: 9.0/10 (based on limited reviews).

Commercial Performance: A Niche Success

While CLeM didn’t set sales records, it found a dedicated audience among:
Adventure game enthusiasts who appreciated its fresh take on the genre.
Indie fans drawn to its unique art style and narrative depth.
Puzzle lovers who enjoyed its challenging yet fair brain-teasers.

Its multiplatform release (PC, Switch, PlayStation, Xbox) ensured broad accessibility, though it remains a cult favorite rather than a mainstream hit.

Influence and Legacy: Paving the Way for “Puzzlevanias”

CLeM’s greatest contribution to gaming may be its “Puzzlevania” framework—a blend of:
Metroidvania exploration (progressive unlocks, backtracking).
Point-and-click puzzle-solving (inventory combinations, environmental clues).

Future games may draw from its:
🔹 Notebook mechanic (seamless integration of lore and gameplay).
🔹 Thematic puzzle design (puzzles that reflect narrative themes).
🔹 Short but impactful storytelling (proving that brevity can enhance emotional weight).

While it may not be remembered as a genre-defining masterpiece, CLeM is a polished, atmospheric gem that deserves recognition for its ambition and craftsmanship.


Conclusion: A Dark Fairy Tale Worth Unraveling

CLeM is a hauntingly beautiful experience—a game that stitches together whimsy and sorrow, challenge and reward, mystery and revelation. It’s not without its flaws (slow movement, occasional puzzle opacity, brief runtime), but its strengths far outweigh its weaknesses.

Final Verdict: 8.5/10 – A Masterful Blend of Puzzle and Pathos

Pros:
Gorgeous, Tim Burton-esque art direction that perfectly captures its gothic tone.
Clever, thematically integrated puzzles that reward observation and creativity.
A deeply emotional story told through environmental storytelling and subtle cues.
Immersive sound design that enhances the mansion’s eerie atmosphere.
Innovative “Puzzlevania” gameplay that freshens up two classic genres.

Cons:
Slow movement speed can make exploration tedious.
A few puzzles lack clear signposting, leading to frustration.
Short runtime may leave some players wanting more.

Who Should Play CLeM?

  • Fans of narrative-driven adventures (Kentucky Route Zero, The Case of the Golden Idol).
  • Puzzle enthusiasts who enjoy inventory-based challenges (Monkey Island, Myst).
  • Lovers of gothic storytelling with emotional depth (Little Nightmares, Inside).
  • Players who appreciate short but impactful experiences (3-5 hours).

Final Thoughts: A Game That Lingers Like a Ghost

CLeM is more than just a puzzle game—it’s a meditation on memory, grief, and redemption. Its mansion is a character in its own right, its puzzles are windows into its past, and its story is a tragedy waiting to be uncovered. While it may not be perfect, it’s unforgettable—a game that creeps into your heart and stays there long after the credits roll.

If you’re looking for an adventure that’s as emotionally resonant as it is intellectually stimulating, CLeM is a journey worth taking. Just be careful—not all who enter the mansion find their way out.


Final Score: 8.5/10 – “A Haunting Masterpiece”

CLeM is available on PC, Nintendo Switch, PlayStation 4/5, and Xbox One/Series X|S.

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