The first thing that stands out about Celeste is the credits. They appear on a single card, before the title screen: "A game by Matt, Noel, Amora, Pedro, Lena, Kevin & friends." The first two names, developers Matt Thorson and Noel Barry, created the prototype over four days at a "game jam," which is exactly what it sounds like. They then enlisted artists Amora Bettany, Pedro Medeiros, sound designer Kevin Regamey and composer Lena Raine to build that prototype out into, simply put, one of the greatest, most challenging platformers ever. The story, about a girl who decides to climb a mountain just to prove to herself that she can, who battles her self-doubt — like really battles it — on the ascent (and descent, and re-ascent), is a major part of what so endeared this game to critics and players alike upon its release. But playing through the game, with its lovely pixel art graphics, ear-worm score and ultra-precise controls, it becomes harder and harder to believe that it's (mostly) the work of six people. The game takes all the classic platformer obstacles — wind, spikes (so many spikes), disappearing platforms — and combines them with brilliant, innovative mechanics too numerous to list (Dream blocks! Kevin blocks!). And the challenges are endless; beating the game is only the beginning. After that you can try and unlock all the B-sides — extensions of each level that are even more challenging. Then there's the C-sides. And of course you'll want to collect all 175 red strawberries hidden throughout the game's eight chapters. And the golden strawberries you get for beating each of the 24 levels without dying. And the final golden strawberry, which is too brilliant a feat of thoughtful game design to spoil in a best-of-decade blurb. Dying 10,000 times in a game has never been more rewarding. — Keeley