every object in windosill, whether relevant to progressing in the game or not, can be played with in an interesting and pleasing way on its own. it reminds me of early miller brothers games like spelunx and cosmic osmo. this game costs three american dollars.

5 thoughts on “windosill”

  1. I spent a good ten minutes thinking that the whole game was that house at the start. I really like the way that at first, when you’re just looking what you can do in the house, you have no idea what you’re meant to be looking for. You have to play with everything before you figure out what you’re supposed to do to progress. Once you figure it out, it becomes a normal game mechanic. It’s an interesting way of doing it.

    It’s kind of like if when you played Super Mario Bros for the first time – having never heard of it before – it started with Mario in a room full of hidden mushrooms of more varieties than we’re used to and other various power-ups but only some of them do something useful or positive.

    All you’d have to do to complete the level is, say, find a red mushroom and grow Mario so he can run down a corridor that will inevitably hit him once and therefore would kill him unless he was “Super Mario”… But because the whole system is new, you’d have no idea such a thing would happen. From then on, though, it would become the game mechanic we all know so well.

    In other words, it’s a sort of tutorial level that doesn’t tell you anything but just gives you the chance to learn in a sandbox.

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