MUCK & GLORY / PASS 03 / STUDY 03

A hungry face. A helping tongue.

Campaign ↗

Find food, notice the invitation, and make the delivery. Try the encounters, leave a lift behind, and see what the characters teach through their actions.

FIRST TURTLE

A peace offering.

A small path. A hungry neighbour.

Enter / controller A

Loading sprites…Keyboard ready

A/D or arrows: move · W/Up: jump · Shift: run · Empty mouth: hold Space, aim, release to lash.
Carrying: press Space or E to release food · R: reset · Esc: pause.
Controller: A jump · LT run · RT tongue / release · B release food · Start pause · four shoulders: retry with meals kept.

Recovery probes & tongue settings

These shortcuts create situations to inspect. Reset trial starts fresh. Changing a comparison also starts fresh.

The design question · Scott Rogers

Rogers emphasizes character, camera and control, and making ideas playable as prototypes. We apply that lens to immediate control response, readable character reactions, gradual teaching and forgiving retries. The eager invitation, staged turtle and automatic leaf return are our proposals for this game. Read his interview ↗

Look for an understandable cause and effect, a satisfying delivery, and a recovery you want to try. Hungry Heights itself stays a later layout decision.