It's actually easy and logical in context, and it makes the early stages easy to work with. If a manipulable object is in range, toggling a face button allows you to hold onto it while you do your thing. Holding one of the shoulder buttons, each corresponding to a corner of the bread slice, allows you to clutch any surface while you turn the bread off the anchor point you're holding. Just pressing the left stick in a particular direction allows you to inch little by little in the chosen direction. Using a gamepad (and I would highly recommend the gamepad, as a mouse/keyboard is staggering in its uselessness here) and moving around as bread is slow but has a clear logic to it. Just how desperately do you want that jelly? The score has a bouncy, Ben Folds vibe, and though the tunes themselves are short and repetitive, they help sell the pleasant times. It's certainly more visually appealing than normal, with a kitschy 1950s homemaker environment with a strong dose of food-affecting grossness to give it a contrast. Unlike most games of this ilk, I Am Bread comes more from a nice baseline of competent game design. But make no mistake: you must become toast. No, really, the more jelly you can get on yourself before you cook, the better. But time is of the essence, edibility is of the essence, and deliciousness is of the essence. Anything that provides enough heat to get yourself toasty can potentially finish the level for you. It could be an iron that somebody carelessly didn't unplug. You do this by inching yourself across a surface or flipping yourself over and over to cover more distance and climbing the walls by sticking yourself to them. In every level, you play as a sentient slice of bread who sets out on a Sisyphean quest to cross a room and to become golden brown, delicious toast by any means necessary. But before that, there is the joke: the fact that I Am Bread is exactly what is advertised.
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