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I've played approximately seven thousand puzzle games where the 'twist' is just moving blocks in a slightly different direction. Sizeable's object-resizing mechanic actually made me look up from my second monitor, which is the highest praise I can offer in 2024.
Paul
February 7, 2026

6.7
Overall Score
"Sizeable is that rare indie puzzle game that actually has a fresh idea and executes it competently without collapsing under its own ambition."
I boot up Sizeable expecting another forgettable puzzle game where the innovation is 'it has cute animals' or 'the blocks are slightly rounder than usual.' Instead, I'm presented with a diorama-style level and the ability to click on literally anything and resize it. The moon? Sure. That house? Why not. The entire planet? Go wild. My immediate thought was 'okay, this is either going to be brilliant or completely fall apart in ten minutes.' Spoiler: it didn't fall apart. The tutorial doesn't hold my hand like I'm a toddler discovering object permanence, which already puts it ahead of ninety percent of modern puzzle games. You figure out through experimentation that shrinking the moon lowers the tide, growing trees creates shadows, and resizing clouds affects wind patterns. It's environmental puzzle solving that actually feels environmental, not just 'push block onto pressure plate' for the millionth time. I found myself genuinely curious about what each object would do when resized, which is a feeling I haven't experienced since Portal made me question my relationship with cubes.
Here's the thing about puzzle game mechanics: they're all derivative garbage pretending to be innovative. Sizeable's resizing system is the rare exception. You click an object, drag to grow or shrink it, and watch the ripple effects. Make a house bigger and it casts a longer shadow. Shrink a planet and its gravitational pull changes. Grow a tree and suddenly there's a bridge where there wasn't one before. The elegance is in the simplicity—there's no convoluted inventory system, no crafting recipes that require a spreadsheet, no skill trees that exist solely to pad playtime. Just click, resize, observe. The puzzles themselves require actual spatial reasoning and experimentation rather than following the developer's obviously intended solution path like a trained seal. I'll admit I got stuck twice, and both times it was because I was overthinking it, which is refreshing in an era where games treat players like we have the cognitive ability of wet cardboard. The mechanic never evolves or introduces new wrinkles, which is both a strength and a limitation—it stays focused but also means you've seen everything by level three.
The low-poly art style is everywhere these days, like craft beer and people who won't shut up about their podcasts. Sizeable uses it competently without making it the game's entire personality. The diorama presentation—each level is a self-contained little world on a floating platform—gives you a clear view of all the moving parts without overwhelming you with visual noise. Colors are pleasant without being aggressively saturated like a children's toy commercial. The game runs smoothly, which shouldn't be noteworthy but here we are in 2024 where indie games regularly chug on hardware that could run Crysis. My only complaint is that the visual themes across levels feel somewhat generic—fantasy world, space theme, nature scene—like they were picked from the Standard Indie Game Setting Catalog. There's nothing here that made me stop and think 'wow, I need to screenshot this,' but there's also nothing that made my eyes hurt. In terms of audio, the ambient soundscape is mercifully chill. No obnoxious puzzle-complete jingles, no ear-piercing failure sounds, just gentle environmental audio that doesn't intrude. It's the kind of sound design that you don't notice until you realize you're not reaching for the mute button.
Each level tasks you with finding three hidden pillars by resizing objects to reveal them. Sometimes a pillar appears when you grow a specific tree. Sometimes you need to shrink the sun to change the lighting and spot a hidden detail. It's a scavenger hunt with actual problem-solving involved, which I appreciate. The relaxing part is that there's no timer, no lives system, no punishment for experimentation. You can click around randomly until something works, or you can actually think about cause and effect. I alternated between both approaches depending on how much coffee I'd consumed. Here's where my patience started wearing thin: by the sixth or seventh level, the novelty had worn off enough that I was just systematically resizing everything rather than engaging with the intended puzzle logic. The game never introduces new mechanics or complications to keep things fresh. No multi-step puzzles where you need to resize objects in sequence. No levels where resizing has unexpected consequences. It's the same core activity from start to finish, which is fine for a 'short and casual' experience but left me wanting more complexity by the end.
I have to give Sizeable credit for understanding its scope and sticking to it. This started as a student project and it shows—not in a bad way, but in that it has a clear, focused vision without the feature creep that ruins most indie games. The developers knew they had one good mechanic and built a complete experience around it rather than bolting on unnecessary progression systems, microtransactions, or a forced narrative about loss and redemption. The puzzle design respects your intelligence without being cruel about it. There's a satisfying 'aha' moment when you figure out how to reveal a pillar, and the game moves on before that satisfaction curdles into tedium. It's genuinely relaxing, which is not something I can say about most puzzle games that claim to be chill but are actually just tedious. There's no pretension here, no indie game trying to be Art with a capital A. It's just a well-executed puzzle game with a clever mechanic that understands not every game needs to be a forty-hour epic. For a first official release from Business Goose Studios, this demonstrates actual competence and restraint, which are rarer than you'd think in the indie scene.
Sizeable bills itself as short and casual, which is accurate marketing but also means you'll complete the entire game in one sitting. For some people, that's a feature—quick, satisfying, done. For me, it felt like the game ended just as it was getting warmed up. Just when I was hoping for more complex puzzles or new mechanics to play with, the credits rolled. There's no post-game content, no hard mode, no reason to revisit completed levels unless you're a completionist who needs to find every tiny secret. The lack of replayability isn't necessarily a flaw—not every game needs to be an endless time sink—but it does mean the value proposition is entirely dependent on whether you think a few hours of pleasant puzzle solving is worth the price of entry. I finished it, felt mildly satisfied, and immediately forgot about it. Which is fine! Not every game needs to be a life-changing experience. But I can't shake the feeling that this mechanic deserved a more ambitious execution.
Quality
7
For a student-project-turned-real-game, this is surprisingly polished—no crashes, smooth interactions, and it doesn't feel like I'm beta testing someone's homework.
Innovation
8
Resizing objects to affect the environment is genuinely clever, and I haven't seen this exact mechanic since... actually, I can't remember when, which is saying something.
Value
6
It's short and relaxing, which means you'll finish it in an evening, but at least it doesn't overstay its welcome like every other indie darling that thinks padding equals content.
Gameplay
7
The core loop of 'click thing, make it big or small, watch domino effect' kept me engaged longer than I expected, though I did start checking my phone by the last few levels.
Audio/Visual
8
The low-poly aesthetic is charming without being aggressively quirky, and the audio doesn't make me want to immediately mute my speakers—high bar, I know.
Replayability
4
Once you've found the three pillars per level, there's literally no reason to return unless you have a bizarre compulsion to resize the same moon seventeen more times.
What Didn't Annoy Me
The resizing mechanic is actually innovative, which is a genuine shock in the puzzle genre
Doesn't treat you like an idiot with hand-holding tutorials and obvious solutions
Visuals and audio are pleasant without being obnoxiously quirky
Genuinely relaxing without being boring, at least for the first hour
Shows restraint by not adding unnecessary features just to pad content
Polished enough that I didn't encounter bugs or crashes
What Made Me Sigh
Over so quickly you'll barely remember playing it by next week
Zero replayability once you've found all the pillars
Doesn't evolve or introduce new complications as you progress
Level themes feel generic and uninspired
The mechanic deserved a more ambitious game built around it
Final Verdict
Sizeable is that rare indie puzzle game that actually has a fresh idea and executes it competently without collapsing under its own ambition. The resizing mechanic is clever, the puzzles are satisfying without being infuriating, and it doesn't waste your time with padding or pretentious narratives. My main complaint is that it's over before it really gets started—just as I was hoping for more complex challenges, the game waved goodbye. It's short, it's relaxing, and it proves that Business Goose Studios understands game design fundamentals better than most. I'd recommend it if you want a pleasant evening with your brain gently engaged, but don't expect it to stick with you or offer any reason to return. For a student project that grew up, this is legitimately impressive. For a full game experience, it left me wanting more—and not entirely in a good way.
Sizeable
Tags
I've played approximately seven thousand puzzle games where the 'twist' is just moving blocks in a slightly different direction. Sizeable's object-resizing mechanic actually made me look up from my second monitor, which is the highest praise I can offer in 2024.
Paul
February 7, 2026

6.7
Overall Score
"Sizeable is that rare indie puzzle game that actually has a fresh idea and executes it competently without collapsing under its own ambition."
I boot up Sizeable expecting another forgettable puzzle game where the innovation is 'it has cute animals' or 'the blocks are slightly rounder than usual.' Instead, I'm presented with a diorama-style level and the ability to click on literally anything and resize it. The moon? Sure. That house? Why not. The entire planet? Go wild. My immediate thought was 'okay, this is either going to be brilliant or completely fall apart in ten minutes.' Spoiler: it didn't fall apart. The tutorial doesn't hold my hand like I'm a toddler discovering object permanence, which already puts it ahead of ninety percent of modern puzzle games. You figure out through experimentation that shrinking the moon lowers the tide, growing trees creates shadows, and resizing clouds affects wind patterns. It's environmental puzzle solving that actually feels environmental, not just 'push block onto pressure plate' for the millionth time. I found myself genuinely curious about what each object would do when resized, which is a feeling I haven't experienced since Portal made me question my relationship with cubes.
Here's the thing about puzzle game mechanics: they're all derivative garbage pretending to be innovative. Sizeable's resizing system is the rare exception. You click an object, drag to grow or shrink it, and watch the ripple effects. Make a house bigger and it casts a longer shadow. Shrink a planet and its gravitational pull changes. Grow a tree and suddenly there's a bridge where there wasn't one before. The elegance is in the simplicity—there's no convoluted inventory system, no crafting recipes that require a spreadsheet, no skill trees that exist solely to pad playtime. Just click, resize, observe. The puzzles themselves require actual spatial reasoning and experimentation rather than following the developer's obviously intended solution path like a trained seal. I'll admit I got stuck twice, and both times it was because I was overthinking it, which is refreshing in an era where games treat players like we have the cognitive ability of wet cardboard. The mechanic never evolves or introduces new wrinkles, which is both a strength and a limitation—it stays focused but also means you've seen everything by level three.
The low-poly art style is everywhere these days, like craft beer and people who won't shut up about their podcasts. Sizeable uses it competently without making it the game's entire personality. The diorama presentation—each level is a self-contained little world on a floating platform—gives you a clear view of all the moving parts without overwhelming you with visual noise. Colors are pleasant without being aggressively saturated like a children's toy commercial. The game runs smoothly, which shouldn't be noteworthy but here we are in 2024 where indie games regularly chug on hardware that could run Crysis. My only complaint is that the visual themes across levels feel somewhat generic—fantasy world, space theme, nature scene—like they were picked from the Standard Indie Game Setting Catalog. There's nothing here that made me stop and think 'wow, I need to screenshot this,' but there's also nothing that made my eyes hurt. In terms of audio, the ambient soundscape is mercifully chill. No obnoxious puzzle-complete jingles, no ear-piercing failure sounds, just gentle environmental audio that doesn't intrude. It's the kind of sound design that you don't notice until you realize you're not reaching for the mute button.
Each level tasks you with finding three hidden pillars by resizing objects to reveal them. Sometimes a pillar appears when you grow a specific tree. Sometimes you need to shrink the sun to change the lighting and spot a hidden detail. It's a scavenger hunt with actual problem-solving involved, which I appreciate. The relaxing part is that there's no timer, no lives system, no punishment for experimentation. You can click around randomly until something works, or you can actually think about cause and effect. I alternated between both approaches depending on how much coffee I'd consumed. Here's where my patience started wearing thin: by the sixth or seventh level, the novelty had worn off enough that I was just systematically resizing everything rather than engaging with the intended puzzle logic. The game never introduces new mechanics or complications to keep things fresh. No multi-step puzzles where you need to resize objects in sequence. No levels where resizing has unexpected consequences. It's the same core activity from start to finish, which is fine for a 'short and casual' experience but left me wanting more complexity by the end.
I have to give Sizeable credit for understanding its scope and sticking to it. This started as a student project and it shows—not in a bad way, but in that it has a clear, focused vision without the feature creep that ruins most indie games. The developers knew they had one good mechanic and built a complete experience around it rather than bolting on unnecessary progression systems, microtransactions, or a forced narrative about loss and redemption. The puzzle design respects your intelligence without being cruel about it. There's a satisfying 'aha' moment when you figure out how to reveal a pillar, and the game moves on before that satisfaction curdles into tedium. It's genuinely relaxing, which is not something I can say about most puzzle games that claim to be chill but are actually just tedious. There's no pretension here, no indie game trying to be Art with a capital A. It's just a well-executed puzzle game with a clever mechanic that understands not every game needs to be a forty-hour epic. For a first official release from Business Goose Studios, this demonstrates actual competence and restraint, which are rarer than you'd think in the indie scene.
Sizeable bills itself as short and casual, which is accurate marketing but also means you'll complete the entire game in one sitting. For some people, that's a feature—quick, satisfying, done. For me, it felt like the game ended just as it was getting warmed up. Just when I was hoping for more complex puzzles or new mechanics to play with, the credits rolled. There's no post-game content, no hard mode, no reason to revisit completed levels unless you're a completionist who needs to find every tiny secret. The lack of replayability isn't necessarily a flaw—not every game needs to be an endless time sink—but it does mean the value proposition is entirely dependent on whether you think a few hours of pleasant puzzle solving is worth the price of entry. I finished it, felt mildly satisfied, and immediately forgot about it. Which is fine! Not every game needs to be a life-changing experience. But I can't shake the feeling that this mechanic deserved a more ambitious execution.
Quality
7
For a student-project-turned-real-game, this is surprisingly polished—no crashes, smooth interactions, and it doesn't feel like I'm beta testing someone's homework.
Innovation
8
Resizing objects to affect the environment is genuinely clever, and I haven't seen this exact mechanic since... actually, I can't remember when, which is saying something.
Value
6
It's short and relaxing, which means you'll finish it in an evening, but at least it doesn't overstay its welcome like every other indie darling that thinks padding equals content.
Gameplay
7
The core loop of 'click thing, make it big or small, watch domino effect' kept me engaged longer than I expected, though I did start checking my phone by the last few levels.
Audio/Visual
8
The low-poly aesthetic is charming without being aggressively quirky, and the audio doesn't make me want to immediately mute my speakers—high bar, I know.
Replayability
4
Once you've found the three pillars per level, there's literally no reason to return unless you have a bizarre compulsion to resize the same moon seventeen more times.
What Didn't Annoy Me
The resizing mechanic is actually innovative, which is a genuine shock in the puzzle genre
Doesn't treat you like an idiot with hand-holding tutorials and obvious solutions
Visuals and audio are pleasant without being obnoxiously quirky
Genuinely relaxing without being boring, at least for the first hour
Shows restraint by not adding unnecessary features just to pad content
Polished enough that I didn't encounter bugs or crashes
What Made Me Sigh
Over so quickly you'll barely remember playing it by next week
Zero replayability once you've found all the pillars
Doesn't evolve or introduce new complications as you progress
Level themes feel generic and uninspired
The mechanic deserved a more ambitious game built around it
Final Verdict
Sizeable is that rare indie puzzle game that actually has a fresh idea and executes it competently without collapsing under its own ambition. The resizing mechanic is clever, the puzzles are satisfying without being infuriating, and it doesn't waste your time with padding or pretentious narratives. My main complaint is that it's over before it really gets started—just as I was hoping for more complex challenges, the game waved goodbye. It's short, it's relaxing, and it proves that Business Goose Studios understands game design fundamentals better than most. I'd recommend it if you want a pleasant evening with your brain gently engaged, but don't expect it to stick with you or offer any reason to return. For a student project that grew up, this is legitimately impressive. For a full game experience, it left me wanting more—and not entirely in a good way.
Sizeable
Tags