Throughout the game, you’ll control different liquids that bear specific properties. For example, water is particularly vulnerable to evaporating when in proximity to fire, so you’ll want to speed through the tight sections of levels with heated zones. Meanwhile, the substances in the human body can be used to open up pathways. Other times, what you control is more for artsy opportunities than genuine gameplay revolution. Some may try not to think about controlling the innards of a decaying rat as art, though…
I’d wager that the only concern with Puddle lies within its greatest asset – the minimalism. Since you’re always using the same mechanic, you might reach a saturation point about 3/4 into the game. I had no qualms about soldiering on, but I can see where others might. Perhaps this one is better suited to shorter sessions to ensure the ingenuity prospers.
As for content, the game packs around 50 levels. If that sounds insufficient (which it really shouldn’t), it’s worth noting that many of them can be fairly extensive. Combined with the fact that there are bronze, silver, and gold medals to collect for each level, you should have no problem getting your money’s worth. A little more and this could pass for a retail game.


This is an awesome review, well done Clark!
Just a quick question – is this game a carbon-copy of Fluidity on WiiWare? It looks like it (not that that's a bad thing) with a more varied art style.
They both use the same idea of controlling liquids, but they're actually very different games. Fluidity is Metroidvania-like with special powers, upgrades, actual enemies to fight, more puzzle elements, and a narrative. Puddle uses a regular level structure and throws you into various situations using liquids other than water. The different liquids usually change the gameplay quite a bit.
Ah – thanks for the clarification! Perhaps Puddle is more my kind of game, since I loved Mercury HG.
Not sure if the pun was intended, but "saturation point" made me smile.