REVIEW · 2012-11-12
Thomas Was Alone
One verb per body, 120 levels — the 592 negatives point where the praise points
First Impressions
Thomas Was Alone sits at 93.7% positive on Steam: 8,799 of 9,391 reviews, labelled Very Positive (snapshot 2026-09-10). For a 2012 release, the number has barely moved.
Read in helpful order, though, the praise and the complaints point at the same three things. It is short. It is easy. The narration is good.
The positive side reads that as three pleasant hours. The negative side reads it as three hours in which nothing happens as a puzzle. They agree on the facts and split on the appraisal.
So the interesting question is not who is right. It is why a single design choice can be read in two opposite ways.
Putting the Mechanics into Words
One phrase recurs on both sides: each body can do exactly one thing. The store page says as much — rectangles with different skills, combined to clear obstacles.
In Puzzlebyrinth terms that is not verb subtraction but verb distribution. Donut County cut the verb count down to one; this game hands one verb to each separate body, so your hand grows as the cast grows.
A bigger hand should mean a combinatorial explosion. What the review pool reports instead is that each new body has one obvious use and no second one. It is called for a particular ledge and otherwise stands in line.
The negative side's "not especially puzzly" is not a complaint about too few verbs. It is a complaint that the distributed verbs never interfere, so no decision is created. Trine 2: Complete Story drew a very similar objection.
The Feel of the Story
The most frequent word on the positive side is not a puzzle word. It is narration. Reviewers keep reporting, in one form or another, that they came to care about rectangles.
The store page calls that narration BAFTA-winning. Its job is not only atmosphere. It swaps the reading of the board for the reading of a character.
In our vocabulary, it redirects observational resolution. What you look at closely is no longer the ledge layout but who is feeling what.
Some negative reviewers sense an air of self-satisfaction in it. Next to the wordless distance Brothers - A Tale of Two Sons keeps, this narrator stands very close. Read that closeness as intimacy or as insistence, and the verdict flips.
The Texture of Difficulty
Completion times cited in reviews cluster around two to four hours. On difficulty both camps agree it is easy. They differ only on how that easiness feels.
Collect where the negative reviewers stalled and the difficulty sorts into three kinds: hands that cannot execute, understanding that will not arrive, and steps that must be repeated. Only the third is reported here — "tedious", "a chore", "Tower of Hanoi for several dozen iterations".
Controls draw steady complaints too: sluggish movement, unstable physics, the occasional odd bounce. These are written up as roughness of feel, not as difficulty.
The professional verdict points at the same spot. Josh Tolentino gave it 9.0 at Destructoid in 2012 while calling the puzzles simple, the repeated escorting of a growing cast tedious, and asking for a level skip. Pros and detractors name the same flaw and weigh it differently.
Recent reviews treat the game as a classic rather than a current product: played the demo years ago, finally bought it, get it on sale. The grounds are shifting from the experience to the provenance.
Reviews Consulted
This piece is based on the Steam user reviews as they stood on 2026-09-10.
・Steam: Thomas Was Alone (Overall 93.7% positive, 9,391 reviews, Very Positive)
・Read: the top 10 helpful positive, the top 10 helpful negative, and 8 recent reviews (all English)
・Destructoid: Thomas Was Alone review (Josh Tolentino, 2012)
・Images: screenshot URLs exactly as returned by the Steam appdetails API
Closing
Against Steam's 93.7% I put 7.2. The gap is a difference of axis: the pool is scoring three hours of aftertaste, and I am looking at 120 levels of puzzle design.
Splitting one verb per body is not a bad choice in itself. This game simply never extracted interference or conflict from the split. The number of combinations grows; the number of decisions does not.
What remains is clear enough, and it still works: each added body reads as an added character. The reports of caring about rectangles are not an exaggeration.
Who it suits is just as clear. Open it wanting resistance and the negative reviews become your own words. Come to watch a narrator carry a story and three hours feel short. That is the reach of the design, no more and no less.
Where are you with this game?
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