Marina arrives on the planet Clancer with an inventor who promptly needs rescuing, leaving his capable robotic assistant to negotiate an unusually grab-friendly world. Enemies, projectiles, and objects can become things to hold, shake, or throw, so recognizing an interaction matters more than expecting every problem to yield to a conventional attack.

Her quick movement supports precise crossings, while stages frequently reorganize the rules around a race, an environmental trick, or an elaborate boss. The bright residents and elastic animation give the journey an irreverent tone. Its best puzzles begin with a simple question about what can be picked up, then surprise you with what that object can accomplish somewhere else.