i saw her standing there is a nice little puzzle platformer with a fairly novel core mechanic and a somewhat disquieting backstory.
You control the player character with WASD or the arrow keys; "up" is a jump. A second (pink, inevitably) character moves toward you when you are sufficiently close; your goal is to guide her to a cage ("I loved her but she was a zombie, so I kept her safe in a cage"). Since she is a zombie, if she touches you, you die and must restart the level; but apparently she doesn't mind being caged, because a heart appears above her when you guide her there.
Not that it's really relevant to gameplay, but why is it that when games go here, the active character is always gendered male? And while I don't have any moral qualms about mutually consensual restraint (in face I, ah... better not go there), this is a pretty disquieting subtext from a gender political point of view.
The zombie-girl cannot jump, and in some levels, if you are not careful, you may guide her into a gap in a platform, causing her to die (and of course you can mistime a jump and do likewise).
As is typical with puzzle games, new puzzle elements are added over time, including risers, enemy zombies that can kill either of you, switchable laser barriers, and "holograms" of you that you can trigger to guide the zombie-girl even if you yourself are not present. There's a tasty combination of solver's uncertainty (the difficulty of solving puzzles) and performative uncertainty (the uncertainty inherent in any skill-and-action game). And the story is carried in tight, evocative texts, two lines on each level, the first displayed on level load and the second when solved. Art style is minimalist, but evocative and appropriate to the game's aesthetic.