Why We Picked Clones
Every clone you make restarts your own timeline and then reruns the steps you took, so each solution becomes a stack of your past attempts. That turns level design into choreography: one copy holds a button down while another crosses the gap you left open behind it. It is a small, specific idea, and fifty-odd words of description is all the setup it needs before the mechanic explains itself, which it does within a level or two.
How to Play
Three things decide whether a run here goes well:
- Record a run, then spawn a double that repeats every step you just took.
- Use one copy to hold a button while a second one crosses the opened path.
- Jump onto platforms in the order your doubles will need them, not the order you do.
Editor’s Note
Puzzles like this reward planning over reflexes, and a failed attempt costs only the seconds it took to walk back. Single player, keyboard jump, and no time limit to blame, so a failed plan is yours alone.
Written by the UGFJD editorial team for this page. The publisher’s own description follows below, unedited.
Publisher Description
Supplied by the game’s publisher; reproduced as-is.
Clones you control a character who can clone himself! But your clones aren't just regular copies. Every time you create a clone, you go back in time and your clone will copy all the steps you took before! You can use these time-traveling doubles to press buttons, jump onto platforms, and unlock doors.

