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Game review

The Company of Myself

7.5 / 10

Developer
Eli Piilonen (as 2DArray)
Publisher
Self-released across multiple ad-supported Flash portals
Released
22 November 2009
Platforms
Browser (Flash)
Genre
Puzzle Platformer
Monetisation
Free to play everywhere it appeared. No premium version, no site-lock to a single sponsor, and no evidence turned up of the kind of exclusive portal sponsorship deal bigger Flash productions of the era commanded — it looks funded the ordinary way, by whichever portal's own ad revenue came with hosting it, rather than by a single upfront payment.
Players
None — single-player only

The short version

The Company of Myself takes a mechanic that was already a small subgenre by 2009 — solve a room by recording your own actions and then acting alongside the playback of them — and does the one thing most of that subgenre's puzzle-box entries never bothered with: it makes the mechanic mean something. Every doubled, tripled, quadrupled version of the hermit protagonist standing on a switch so the "real" him can walk past is a small, blunt metaphor for how someone withdraws from people by leaning on versions of himself instead, and the game trusts you to notice that without ever spelling it out in a tutorial box. That restraint, more than the puzzles themselves, is why it got cited for years afterward as one of the clearer early arguments that a Newgrounds platformer could be a character study.

It earns that reputation on the writing and the idea, not on mechanical depth or replay value. Contemporary reviewers already noted in 2009 that the puzzles rarely fight back once you understand the rule of the level, and nothing about revisiting it in 2026 changes that — this was always a twenty-minute experience meant to be felt once, not mastered. The flat, sparse art and the fact that almost nothing about the moment-to-moment platforming holds up as a puzzle-design achievement on its own keep this out of the very top tier. What keeps it well above average is that it knew exactly what it was trying to say and built its one mechanic entirely in service of saying it.

Biggest strengths

  • The recording-and-replaying-yourself mechanic is simple to learn in the first room and is used the entire way through as a metaphor for the protagonist's isolation, not just as a puzzle gimmick
  • The text that appears on the level geometry as you play carries the entire narrative without a single cutscene, and contemporary reviewers and later retrospectives alike singled out that integration as the game's strongest feature
  • Free everywhere it has ever been hosted, with no paywall, no premium edition and no ads shown to the player directly

Biggest weaknesses

  • The puzzles themselves are undemanding — Jay Is Games' review, published the day after the Newgrounds release, already noted that none of the levels put up much resistance for an experienced player, and nothing about the design rewards repeat attempts
  • Visually it is close to the bare minimum a 2009 Flash platformer could get away with: repeated platform tiles and a single background, carrying almost no illustrative weight of its own — the writing and music are doing the work the art is not
  • The ending is openly divisive even among admirers; that same Jay Is Games review said outright it wasn't a fan of how the story resolves, while still recommending the game

Who it's for: Players interested in the early Flash-era "art game" movement, anyone curious how a mental-health narrative was handled in a free browser game years before that became a common indie subject, and puzzle-platformer players who don't mind a short, easy, story-first game over a mechanically demanding one.

Our recommendation: Worth the twenty minutes it asks for, especially for free — go in expecting a short, gentle puzzle game whose real content is the text on the walls, not the difficulty of the rooms.

7.5 / 10

Eli Piilonen put "The Company of Myself" on Newgrounds on 22 November 2009 under his usual handle, 2DArray, and within a day it had a full review from Jay Is Games calling it "a thoroughly psychological romp, equal parts replay-themed platformer and character study." That framing has stuck for a reason: this is a puzzle platformer whose puzzle mechanic is also, quite deliberately, its entire thesis statement, and it is short and specific enough that the mechanic and the message never have room to drift apart from each other the way they do in most games that try the same trick.

A level solved by your own history

The rule is introduced in the first room and never changes: you walk to the goal, and at any point you can press a key to rewind, leaving behind a silent, translucent copy of yourself that repeats your exact movements on a loop. Stand that copy on a switch, have it hold a door, have it block a hazard, and the version of you now in control can walk past and finish what the recording started. Later rooms stack two, three, four of these recordings against each other, each one a rerun of a route you already solved, until clearing a level means choreographing a small crowd of your own past selves rather than controlling one character.

None of this was a new idea in November 2009 — record-and-replay puzzle platforming had already had a moment earlier that decade, and anyone who'd played through that wave would recognise the shape of it here immediately. What The Company of Myself does that most of that wave didn't bother with is give the trick a reason to exist beyond the puzzle box: the game is explicitly about a hermit who has withdrawn from the people around him, and asking you to solve every room by leaning on echoes of yourself, rather than on anyone else, is the metaphor doing its job in the background while you're just trying to reach a door. It's a small idea, but it's aimed precisely, and Piilonen himself has described the intent behind games like this one as being "half puzzle game and half character study" — which is a fair description of exactly what got built.

The walls doing the narration

There is no dialogue box and no cutscene. Instead, lines of the hermit's own thoughts fade in and out of the level geometry as you move through it — ambient, half-formed, the kind of interior monologue that reads like someone talking himself out of leaving the house. It's a cheap technique in the literal sense (a Flash game from 2009 could afford dynamic text far more easily than character animation or voice acting) and an effective one in practice, because it lets the story advance at exactly the pace you're already moving at, without ever stopping the puzzle to deliver a point.

The subject underneath that text — social withdrawal, self-doubt, the difficulty of actually asking someone else for help — is why the game has had an unusually long afterlife for a free portal platformer. A 2013 Vice retrospective on Piilonen's work described the game as building toward the idea that isolation is understandable but sometimes has to be confronted anyway, and traced a direct line from it to Piilonen's own follow-up, Fixation, a prequel released not long after that expanded the same cast with denser dialogue and harder puzzles. The game was still being cited years later, turning up in Michael Rose's 2014 book "250 Indie Games You Must Play" and in academic writing about how games handle mental health — a longer tail of attention than almost any other free 2009 Flash platformer got. None of that guarantees the ending lands for every player, and it's worth saying plainly that it doesn't: the same Jay Is Games review that praised the game's design said flatly that it "wasn't a tremendous fan of the ending," and that split — admiration for the build, ambivalence about the payoff — shows up again in later discussion of the game as well. Leetdom won't spoil the specific turn here, in keeping with how contemporary reviewers handled it, but it's fair warning that the closing minutes are the part people disagree about, not the part everyone came away loving.

Plain rooms, a quiet score

Visually, this is about as unadorned as a 2009 Flash platformer gets: repeating platform tiles, one background, and a player sprite that exists mostly to be duplicated rather than admired. That's a defensible choice for a game whose actual content is text and timing rather than spectacle, but it does mean there's very little here to look at on its own merits, and none of the puzzle rooms are memorable as pieces of level design once you've solved them. The score, composed by David Carney, is doing more of the game's atmospheric work than the art is — it's minimal and melancholy in a way that matches the writing, and it's specific enough that Kongregate's own tag list for the game includes "Good Music" alongside the genre tags, and Jay Is Games' 2009 review called it out by name.

Mechanically, the puzzles themselves are not the draw, and no amount of goodwill toward the writing should paper over that. Jay Is Games' review — written the day after release, when the game was as fresh as it would ever be — noted that experienced platformer players wouldn't find much resistance in any individual room, and that assessment has nothing to do with the format aging; the puzzles were built to be solvable quickly so the narrative could keep moving, which is a reasonable trade-off for a twenty-minute game but is a real one, and it's the main reason this doesn't score higher on gameplay alone.

What's left of it, seventeen years on

Checked 5 September 2026: The Company of Myself is still up on both Newgrounds and Kongregate, and both sites now serve it through Ruffle rather than a native Flash plugin — Newgrounds was one of the first portals to fund Ruffle's development specifically to keep its own back catalogue playable after Flash's death, and Kongregate added Ruffle support to its library in 2022. There is no evidence this particular file needs anything more exotic than that; it's a simple platformer with no server-side high-score component to lose, unlike games that depended on a leaderboard that has since gone dark. The figures that established its original reputation — reported elsewhere as an average Newgrounds score around 9.7 out of 10 and just under half a million views by September 2010, alongside a Daily Feature and a Weekly 2nd Place award — could not be independently confirmed against Newgrounds' own page for this review, since Newgrounds returned an access error to automated requests at the time of checking; they're recorded here as reported, not verified firsthand. Kongregate's own current rating, checked directly, sits at 4.3 out of 5.

Piilonen's career since is itself a small piece of evidence for how the game was received at the time: he went on to co-make Spewer with Edmund McMillen in 2010, later released the prequel Fixation and the roguelike Not the Robots under the 2DArray name, and today works as a lead designer at the indie studio Messhof. A twenty-minute free Newgrounds game turning into a genuine calling-card credit is not a common outcome for the format, and it's a reasonable measure of how seriously this particular one was taken at the time.

Final verdict

The Company of Myself is a short, mechanically simple, undemanding puzzle platformer that happens to have said something real with its one idea, and said it efficiently enough that people were still writing about it five years later. It doesn't hold up as a puzzle-design showcase — it was never trying to — and its ending won't sit right with everyone who plays it. What it does have is a clean thematic match between its mechanic and its subject, a score and a text-driven narration that both punch above the game's visual budget, and a genuinely unusual afterlife for a free 2009 portal game. 7.5 is a fair mark for something that is more interesting than it is difficult, and more worth remembering than it is worth replaying.

Pros and cons

Pros

  • The recording-and-replaying-yourself mechanic is simple to learn in the first room and is used the entire way through as a metaphor for the protagonist's isolation, not just as a puzzle gimmick
  • The text that appears on the level geometry as you play carries the entire narrative without a single cutscene, and contemporary reviewers and later retrospectives alike singled out that integration as the game's strongest feature
  • Free everywhere it has ever been hosted, with no paywall, no premium edition and no ads shown to the player directly
  • Was still being cited years after release — included in Michael Rose's 2014 book "250 Indie Games You Must Play" and referenced in academic writing on games and mental health — which is an unusually long tail for a five-year-old free Flash platformer to still be showing up in
  • David Carney's minimalist score was called out by name on Kongregate's own tag list ("Good Music") and by Jay Is Games' contemporary review, and does real work setting the game's tone against very plain visuals

Cons

  • The puzzles themselves are undemanding — Jay Is Games' review, published the day after the Newgrounds release, already noted that none of the levels put up much resistance for an experienced player, and nothing about the design rewards repeat attempts
  • Visually it is close to the bare minimum a 2009 Flash platformer could get away with: repeated platform tiles and a single background, carrying almost no illustrative weight of its own — the writing and music are doing the work the art is not
  • The ending is openly divisive even among admirers; that same Jay Is Games review said outright it wasn't a fan of how the story resolves, while still recommending the game
  • There is effectively nothing to come back for once the twist has landed — it was built as a one-sitting experience, and scores well below the rest of the review on that basis
  • Long-term playability rests entirely on Flash emulation now that the format is dead; there is no native port, and the original Newgrounds vote and view totals that established its reputation are no longer independently checkable through Newgrounds' own site

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 7.5 / 10
  • Visuals 6 / 10
  • Sound 7.5 / 10
  • Value 7 / 10
  • Originality 7 / 10
  • Replayability 4 / 10
  • Story 8.5 / 10