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    Bandage Girl Personality Type, MBTI

    What is the personality type of Bandage Girl? Which MBTI personality type best fits? Personality type for Bandage Girl from Super Meat Boy and what is the personality traits.

    Bandage Girl
    ISFJ

    ISFJ (9w1)

    Bandage Girl personality type is ISFJ, the Caretaker.

    ISFJs are a rare type of Loyalists. They take responsibility for their actions and work hard to make sure the world is a better place, whether directly or indirectly. ISFJs are the ones that do all that good work behind the scenes, and they do it with a smile on their face and a hand extended to help.

    ISFJs live to serve and please others. They want to be helpful and give of themselves, even when it comes at a cost to them. They want to do good and be good, and they will go out of their way to make sure everyone is happy and comfortable. They can be so loyal and devoted that they’ll put their own needs second and ignore their own needs in order to make sure someone else is okay. They’ll even go out of their way to make sure that someone else has all they need to get by. ISFJs will sacrifice their own time, energy, and money to help others, and they won’t complain about it once the deed is done.

    ISFJs want to be good people, but sometimes more than anything they want to be loved.

    Super Meat Boy is a 2010 platform game designed by Edmund McMillen and Tommy Refenes under the collective name of "Team Meat". It was self-published as the successor to Meat Boy, a 2008 flash game designed by McMillen and Jonathan McEntee. In the game, the player controls Meat Boy, a red, cube-shaped character, as he attempts to rescue his girlfriend, Bandage Girl, from the game's antagonist Dr. Fetus. The gameplay is characterized by fine control and split-second timing, as the player runs and jumps through over 300 hazardous levels while avoiding obstacles. The game also supports the creation of player-created levels. Super Meat Boy was first released on the Xbox 360 through Xbox Live Arcade in October 2010, and was later ported to Microsoft Windows, OS X, Linux, PlayStation 4, PlayStation Vita, Wii U, and the Nintendo Switch. Development of the game began in early 2009. McMillen worked on level design and artwork, while Refenes coded it.

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