The Chimerist

Posts tagged Windosill

I don’t hate games. In fact, I can become as obsessed with a game as anybody else. It’s true, however, that I don’t care for most popular iPad games because 1) combat bores me and 2) I don’t like cartoon characters. I can offer no defense for myself on the second count: Animation, apart from Miyaazki and some Pixar, mostly just leaves me cold. 

For this reason, my eyes glaze over at the sight of countless app icons featuring the big-eyed, wacky/goofy cartoon heroes of the average casual iPad game. I don’t want to defend towers, help Squidgy the Squirrel get his nuts back, or plant crops. (The “time management” game genre baffles me more than any other — how did mimicking the least enjoyable aspect of modern life become a form of play?)

But here at The Chimerist, we love us some Vectorpark. Maud has already praised Levers and the delightfully bizarre Feed the Head. Now it’s my turn to celebrate Windosill, my favorite of the bunch. 

Windosill involves rolling a toy truck through a series of tableaux. In each scene, you have to figure out how to obtain a small cube (I think of them as sugar cubes) that will enable you to get to the next scene. This involves interacting with peculiar objects and beings: windmills made of feet, giant eyeballs, a sort of jack-in-the-box snake thing, colored dots that swarm like bees, and a little man in a space ship, among others. Clouds can be peeled back to obtain water, or shattered like glass. Disembodied tongues and beaks poke out of cubbyholes. Everything is bathed in a cool, blue glow like the light cast by a television set in a dark room.

Windowill is simple, I suppose, but it feels like its own little snow-globe world, consistent and self-contained. Yet it’s full of clever surprises. In its own small way, it’s just about perfect.

Laura Miller