However, "good old-fashioned gaming" only refers to Spacebar Clicker up to a certain point. The fundamental element of the game is cutting-edge and one-of-a kind. Because Alias has the ability to mind-meld with some of the other aliens in the bar, you will be able to complete a total of eight side missions, each of which will take place inside the memories and from the point of view of a different alien body. In one of the scenes, you play the part of a tree that is firmly planted in the ground and must find out how to blossom, despite the fact that all you can do is spin about in one spot. You play the role of a smart-talking blob that is contained inside a jar, and your objective is to coerce your mentally challenged buddy into taking the two of you to a certain location. You will see the world from the segmented vision of an insect in one vignette or from a jar on the ground in another. The appearance and feel of the game's first-person point of view will alter appropriately. Even though this may seem like a gimmick at times, it really pushes you to completely submerge yourself in these worlds and even think in the strange ways that are required to accomplish the puzzles.

To Meretzky's great credit, even if the puzzles are difficult, they never have the artificial and overbearing quality of the majority of the hurdles in adventure games. You will, without a doubt, be tasked with repairing a broken town clock on one of the alien worlds by determining which crystals go in which locations and in what sequence. In addition to this, you will be tasked with safely transporting an alien egg via a predetermined sequence of chambers, canals, and rails. However, these dilemmas are woven into the settings in a way that makes them seem believable. Even though the game is not really played in real time, the design gives you the impression that you are working inside a live theater with which you need to maintain pace. In this regard, the game is similar to the more contemporary Last Express.

However, there should be no confusion about the fact that Space Bar seems to be geared mostly toward seasoned players. The answers are not straightforward and might be challenging. The majority of them are logical (when seen in retrospect, of course), but they take a significant amount of trial and error, which many players may find to be tedious. You also have a number of opportunities to perform movements that are incorrect, which increases the likelihood that you may be eliminated from the game entirely or sent back to the beginning of an alien flashback episode. Meretzky and Company have also supplied a number of dead ends, which means that you may continue down the incorrect road for some time before anything draws your attention to the fact that you're going in the wrong direction.