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One of my personal goals on projects is to make it as seamless as possible. To make even something as minute a soundbite or transition flow effortlessly into the next segment, making the whole thing feel like just that, a whole.

That's what Children of the Sun accomplishes.

From the main-menu to the cut-scenes to transitions for restarting levels to get that perfect high-score, Children of the Sun is probably one of the biggest vibes I've felt in a game.

I wouldn't call it a fun one, but a dark, hypnotic, challenging, and ultimately compelling one.

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