Windosill

Sometimes the journey is more important than the destination. That’s a concept that many games seem to lose sight of, but one which Windosill embraces wholeheartedly.

Starting in darkness, Windosill takes the user through a succession of interactive scenes, each containing some challenge that must be explored before the user can move on to the next one. Although the graphics often have a childish theme – occasionally reminiscent of Dr. Seuss – this is an app that has as much appeal to adults as children, and possibly more. I was surprised to watch my partner, who has little patience for computer games, lose herself completely in the app for well over an hour, only stopping when she had completed every scene.

Terms like ‘game’ and ‘puzzle’ don’t quite apply here, and the focus has been primarily on feel. Elements can be touched, dragged, pushed and prodded and all respond beautifully and dynamically. Great care has obviously been taken to provide fluid behaviour for every object and it pays off; the user is left with a strong sense of a living, physical world.

The screens vary widely in difficulty and can be simple, taxing or even chaotic, but this is not the focus of the app. The main joy in playing with Windosill is in the exploration and discovery.

The art direction is simple and striking. Each scene is flat shaded with a palette of carefully chosen sombre blue hues, and the use of vector graphics in place of pre-rendered sequences has allowed the objects to be so realistically responsive.

Windosill was originally conceived as a browser-based game, but it seems to have found its natural home on a touch screen. The developer, Vectorpark, has released a collection of apps with a similar emphasis on interaction. No doubt some will appear in future reviews.

Available for iPad

Priced (£1.99 / $2.99)

Developer: Vectorpark

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