Very convincingly three-dimensional graphics contributes to the surreal appeal of this casual time-waster.

User Rating: 7 | Windosill PC

INTRO:

There are not many Flash games which make use of clever 3D-like graphics without the support of dedicated graphics hardware. Seeking to tap into this niche, developer Vectorpark has made one such game, which happens to be filled with bizarre objects.

Windosill, at first glance, seems like another Flash game which is geared towards wasting one’s time by sating one’s curiosity. It is certainly one such game, but it would be quite difficult for even the most jaded player to walk away from this game muttering “same old, same old”.

GAMEPLAY:

Upon starting the game, the player is shown a rather dark screen with weird shapes situated at various places.

It is not immediately clear why the game starts all dark when the rest of the game is well-lit.
It is not immediately clear why the game starts all dark when the rest of the game is well-lit.

Soon, the player figures out how to illuminate the first scene. It is a cabinet filled with weird things which can be interacted with for some odd but short-lived animations.

Eventually, the player figures out that not everything in the cabinet has to be interacted with in order to progress. Of the objects, the only one of interest is a toy vehicle of sorts which can move from one scene to the next.

Every scene – usually framed as a window view of sorts – has the player figuring out what to do in order to progress. This usually involves interacting with objects or creatures in certain sequences.

Progress is made by finding the “key” for the exit from the scene. This key is a white cube which has to be obtained from the objects or creatures. After unlocking the exit with it, the toy vehicle can be sent into the next scene.

The “i” in the word “windosill” stands out, and for good reason (though ‘reason’ is not exactly a great choice of a word to describe such a surreal game).
The “i” in the word “windosill” stands out, and for good reason (though ‘reason’ is not exactly a great choice of a word to describe such a surreal game).

In the earlier scenes, the white cube is quite easy to get; it is either already within the scene or hidden underneath or within something which can be immediately interacted with.

The solutions for later scenes are a lot more complicated, however.

ONE PARTICULAR SCENE:

Most of the scenes merely have the player interacting with things in order to reveal the white cube. After that, it is just a matter of tossing the toy vehicle through the exit. Indeed, it is likely that the player would eventually treat the toy in such a nonchalant, cavalier manner.

However, one scene stands out from the others, mainly because of the presence of three individuals who happen to be a lot more interesting than the other bizarre creatures which are seen in the game. This is mainly due to scripts which allow them to interact with the toy vehicle, and not just stare at it like some others do.

After having seen the other creatures do practically nothing with the toy vehicle, this scene would stand out to the player. The player may even find this disconcerting; one of them can actually take the toy vehicle out of the player’s mouse cursor.

The snake-like one is also the most brutish of the three.
The snake-like one is also the most brutish of the three.

AESTHETIC DESIGNS:

The kind of graphics-producing system which is used for the game is not entirely clear. However, it is obvious that it is one which can fit into a Flash package; the game’s Flash file is not bigger than 10 megabytes. That it does not need dedicated graphics hardware/software is obvious too: the game can run on most browsers without hardware acceleration.

The game most likely makes use of vector graphics; that the developer’s company is named Vectorpark may not be a coincidence. If it does, then Windosill’s vector graphics is one of the most convincingly three-dimensional out there. Still, there is noticeable stratification of the “depth” dimension of the scenes.

In other words, the game does not have three-dimensional models, but rather resorts to multiple layers of vector-based sprites to give the perception of depth.

The ‘planes’ of depth is most noticeable in this particular scene.
The ‘planes’ of depth is most noticeable in this particular scene.

There is no music to be heard in the game. There are sound effects, but these are actually modified from stock clips in free online archives of sound effects, as mentioned in an in-game disclosure. Nevertheless, the sound effects which the developer, a certain Patrick Smith, has picked are suitable for most of the objects which are seen in the game.

CLOSING THOUGHTS:

As a Flash game, Windosill is one of the most sophisticated-looking out there. Windosill has a very convincing implementation of three-dimensional graphics, something that many others of its ilk do not even try to achieve. Such graphics contribute to its surreal presentation.

Unfortunately, Windosill’s biggest problem is that it comes with a price tag; its first half can be played for free, but the other half can only be unlocked with a license purchase. Considering that some other Flash-based games out there, such as a few of Amanita Design’s titles, are freely available, even a few US dollars as the asking price can seem too much.