Jump to content

Windosill: Difference between revisions

From Wikipedia, the free encyclopedia
Content deleted Content added
TheWizardG (talk | contribs)
mNo edit summary
Reception: WP:VG/REC: "Present numeric scores using numerals only"
 
(35 intermediate revisions by 23 users not shown)
Line 1: Line 1:
{{Short description|2009 video game}}
{{good article}}
{{About|the video game|the surface at the bottom of a window|Window sill}}
{{Use American English|date=March 2015}}{{Use mdy dates|date=March 2015}}

{{Use American English|date=March 2015}}
{{Use mdy dates|date=March 2015}}
{{Infobox video game
{{Infobox video game
| title = Windosill
| title = Windosill (Vectorpark)
| image = Windosill screenshot 02.jpg
| image = Windosill screenshot 02.jpg
| caption = Title screen
| caption = Title screen
| developer = Vectorpark
| developer = Vectorpark
| publisher = Vectorpark
| publisher = Vectorpark
| designer = Patrick Smith
| platforms = [[Microsoft Windows]], [[OS X]], [[Linux]], [[browser game|browser]], [[iOS]]
| platforms = [[Microsoft Windows|Windows]], [[OS X]], [[Linux]], [[browser game|browser]], [[iOS]]
| released = '''Windows, OS X, web browsers'''<br>2009<!-- Steam says May 26 but IndieGames.com says it was available in late April... --><br>'''iOS'''<br>{{Video game release|| {{Start date|2011|12|15}} }}
| released = '''Windows, OS X, browser'''{{Video game release|WW|May 26, 2009}}'''iOS'''{{Video game release|WW|{{Start date|2011|12|15}}}}''' Switch'''{{Video game release|WW|{{Start date|2022|11|11}}}}
| genre = [[Puzzle game|Puzzle]]
| genre = [[Puzzle game|Puzzle]]
| modes = [[Single-player]]
| modes = [[Single-player]]
}}
}}


'''''Windosill''''' is a 2009 [[puzzle video game]] by Vectorpark for [[Microsoft Windows]], [[OS X]], [[Linux]], [[browser game|web browsers]], and [[iOS]]. The player advances through eleven [[Level (video gaming)|rooms]] through interacting with each level's environmental objects. It was developed by artist Patrick Smith, who taught himself to animate and program the game in [[Adobe Flash]]. He was inspired by a variety of painters and artists. The game was first released for Windows, OS X, and web browsers in 2009, and was later [[Porting of video games|ported]] to the [[iPad]] in 2011 with several added features.
'''''Windosill''''' is a 2009 [[puzzle video game]] by Vectorpark for [[Microsoft Windows]], [[OS X]], [[Linux]], [[browser game|web browsers]], and [[iOS]]. The player advances through eleven different [[Level (video gaming)|rooms]] by interacting with each level's environmental objects. It was developed by Patrick Smith, an artist who taught himself to [[Animation|animate]] and [[Computer programming|program]] the game in [[Adobe Flash]]. He was inspired by a variety of [[painters]] and artists. The game was first released for Windows, OS X, and web browsers in 2009, and was later [[Porting of video games|ported]] to the [[iPad]] (running iOS) in 2011, with several added features.


The game received "universal acclaim", according to video game [[review score aggregator]] [[Metacritic]].<ref name=Metacritic/> Reviewers noted the game's especially short duration, memorability, art style, and emphasis on exploration over problem solving. ''Windosill'' has influenced games including ''[[Alto's Adventure]]'', ''[[Blek]]'', ''[[Donut County]]'', and ''[[Monument Valley (video game)|Monument Valley]]''.
The game received "universal acclaim" according to video game [[review score aggregator]] [[Metacritic]].{{r|Metacritic}} Reviewers noted the game's especially short duration, memorability, art style, and emphasis on exploration over [[problem solving]]. ''Windosill'' has influenced games such as ''[[Alto's Adventure]]'', ''[[Blek]]'', ''[[Donut County]]'', and ''[[Monument Valley (video game)|Monument Valley]]''.

In 2022, the planned release of ''Windosill'' as a [[Nintendo Switch]] [[Nintendo eShop|eShop]] title was announced.<ref>{{Cite web |date=2022-11-04 |title=Influential Toy-Like Puzzle Game 'Windosill' Is Coming To Switch After 13 Years |url=https://www.nintendolife.com/news/2022/11/influential-toy-like-puzzle-game-windosill-is-coming-to-switch-after-13-years |access-date=2022-11-05 |website=Nintendo Life |language=en-GB}}</ref><ref>{{Cite web |title=Windosill for Nintendo Switch - Nintendo Official Site |url=https://www.nintendo.com/store/products/windosill-switch/ |access-date=2022-11-05 |website=www.nintendo.com |language=en-us}}</ref>


== Gameplay ==
== Gameplay ==


In ''Windosill'', the player [[puzzle game|solves logic puzzles]] to progress through eleven successive [[Level (video gaming)|rooms]]. Everything on-screen is interactive. The player experiments with the environmental objects in each room to find a hidden cube, which unlocks the door to the next level,<ref name="Slide to Play review"/> through which the player guides a toy car.<ref name="148Apps review"/> Responsive objects in each room include light switches, piles of leaves,<ref name="TouchArcade review"/> clocks, "a squishy thing with an eye on top", a building that grows legs when spun, a box that grows hair when touched, and a smokestack that can be squeezed to make clouds.<ref name="Kotaku: mysterious"/> Interactions with these objects reveal subsequent objects and possible interactions.<ref name="Kotaku: mysterious"/>
In ''Windosill'', the player [[puzzle game|solves logic puzzles]] to progress through eleven successive [[Level (video gaming)|rooms]]. Everything on-screen is interactive. The player experiments with the environmental objects in each room to find a hidden cube, which unlocks the door to the next level,{{r|Slide to Play review}} through which the player guides a toy car.{{r|148Apps review}} Responsive objects in each room include light switches, piles of leaves,{{r|TouchArcade review}} clocks, "a squishy thing with an eye on top", a building that grows legs when spun, a box that grows hair when touched, and a smokestack that can be squeezed to make clouds.{{r|Kotaku: mysterious}} Interactions with these objects reveal subsequent objects and possible interactions.{{r|Kotaku: mysterious}}


{{multiple image |footer=In ''Windosill'', the player interacts with the environment of a room to find a cube that unlocks the next room. |footer_align=center |width=225 |direction=horizontal |align=center |image1=Windosill, first room SD.webm |image2= |image3= |image4= }}
{{multiple image |footer=In ''Windosill'', the player interacts with the environment of a room to find a cube that unlocks the next room. |footer_align=center |width=225 |direction=horizontal |align=center |image1=Windosill, first room SD.webm |image2= |image3= |image4= }}
Line 25: Line 31:
== Development ==
== Development ==


Patrick Smith, a Brooklyn-based artist,<ref name="GSW: Interview"/> drew, animated, and programmed ''Windosill'' by himself<ref name=Riccardo/> for [[Microsoft Windows]], [[OS X]], [[Linux]], [[browser game|web browser]], and [[iPad]] ([[iOS]]) platforms.<ref name="IndieGames.com: sketchpad"/> His collection of interactive animations and games, which he began around 2001, are released under the name "Vectorpark".<ref name="GSW: Interview"/> Although ''[[Edge (magazine)|Edge]]'' previously covered and praised Smith's prior work, they wrote that he "is notable for never having made the jump to the mainstream".<ref name="Edge: IT Crowd"/>
Patrick Smith, a Brooklyn-based artist,{{r|GSW: Interview}} drew, animated, and programmed ''Windosill'' by himself{{r|Riccardo}} for [[Microsoft Windows]], [[OS X]], [[Linux]], [[browser game|web browser]], and [[iPad]] ([[iOS]]) platforms.{{r|IndieGames.com: sketchpad}} His collection of interactive animations and games, which he began around 2001, are released under the name "Vectorpark".{{r|GSW: Interview}} Although ''[[Edge (magazine)|Edge]]'' previously covered and praised Smith's prior work, they wrote that he "is notable for never having made the jump to the mainstream".{{r|Edge: IT Crowd}}


Smith first sketched ''Windosill'' level ideas in pencil, and transferred his favorites into [[Adobe Illustrator]], where he added detail, "shapes and colors".<ref name=Riccardo/> He then animated and programmed the scenes in [[Adobe Flash]], and incorporated sounds from [[Freesound]]. While Smith studied painting at [[Washington University]], he learned to animate and program on his own. He developed his own 3D and physics code instead of using existing software libraries, as he prefers to use code he fully understands.<ref name=Riccardo/> When Smith built the game, he considered the "aesthetic and functional aspects holistically".<ref name="GSW: Interview"/> Smith's main inspirations when creating ''Windosill'' were mainly artists and not games: [[surrealists]] [[René Magritte]] and [[Joan Miró]], [[metaphysical art|metaphysical painter]] [[Giorgio de Chirico]], animators [[Max Fleischer|Max]] and [[Dave Fleischer]] of [[Fleischer Studios]], cartoonists [[Chris Ware]] and [[Jim Woodring]], sculptor [[Alexander Calder]], and [[Italian Renaissance painting|Italian Renaissance painters]] [[Paolo Uccello]] and [[Piero della Francesca]]. Smith credits the latter painters for his use of flat shapes as 3D forms.<ref name=Riccardo/> ''Windosill'' was not designed for a specific audience—in fact, Smith designed them for his own enjoyment—but he noted that its "toy-like" qualities and emphasis on discovery were intentional.<ref name="GSW: Interview"/>
Smith first sketched ''Windosill'' level ideas in pencil, and transferred his favorites into [[Adobe Illustrator]], where he added detail, "shapes and colors".{{r|Riccardo}} He then animated and programmed the scenes in [[Adobe Flash]], and incorporated sounds from [[Freesound]]. While Smith studied painting at [[Washington University in St. Louis|Washington University]], he learned to animate and program on his own. He developed his own 3D and physics code instead of using existing software libraries, as he prefers to use code he fully understands.{{r|Riccardo}} When Smith built the game, he considered the "aesthetic and functional aspects holistically".{{r|GSW: Interview}} Smith's main inspirations when creating ''Windosill'' were mainly artists and not games: [[surrealists]] [[René Magritte]] and [[Joan Miró]], [[metaphysical art|metaphysical painter]] [[Giorgio de Chirico]], animators [[Max Fleischer|Max]] and [[Dave Fleischer]] of [[Fleischer Studios]], cartoonists [[Chris Ware]] and [[Jim Woodring]], sculptor [[Alexander Calder]], and [[Italian Renaissance painting|Italian Renaissance painters]] [[Paolo Uccello]] and [[Piero della Francesca]]. Smith credits the latter painters for his use of flat shapes as 3D forms.{{r|Riccardo}} ''Windosill'' was not designed for a specific audience{{emdash}}in fact, Smith designed them for his own enjoyment{{emdash}}but he noted that its "toy-like" qualities and emphasis on discovery were intentional.{{r|GSW: Interview}}


''Windosill'' was originally released in 2009<ref name="TouchArcade review"/> as a downloadable [[Flash game]]<ref name=Riccardo/> for Microsoft Windows and OS X.<ref name="Indiegames.com: Pick"/> In this version, the first half of ''Windosill''{{'s}} was [[free-to-play]] and its second half could be unlocked with payment.<ref name="Indiegames.com: Pick"/> Smith was satisfied with its sales, but said "it will take a long time to fund itself".<ref name="GSW: Interview"/> An iOS (iPad-only<ref name="Kotaku: mysterious"/>) [[Porting of video games|port]]<ref name="TouchArcade review"/> was released on December 15, 2011,<ref name="Slide to Play review"/> and added two features: Complex Gravity (which adds "tilt controls") and See-Thru<ref name="TouchArcade review"/> (which makes the room's elements transparent).<ref name="Slide to Play review"/> It also includes a 20-piece collection of [[concept art]].<ref name="IndieGames.com: sketchpad"/> The game was included in the April 2012 [[Amanita Design]] [[Humble Bundle]].<ref name="Polygon: Humble"/>
''Windosill'' was originally released in 2009{{r|TouchArcade review}} as a downloadable [[Flash game]]{{r|Riccardo}} for Microsoft Windows and OS X.{{r|Indiegames.com: Pick}} In this version, the first half of ''Windosill''{{'s}} was [[free-to-play]] and its second half could be unlocked with payment.{{r|Indiegames.com: Pick}} Smith was satisfied with its sales, but said "it will take a long time to fund itself".{{r|GSW: Interview}} An iOS (iPad-only{{r|Kotaku: mysterious}}) [[Porting of video games|port]]{{r|TouchArcade review}} was released on December 15, 2011,{{r|Slide to Play review}} and added two features: Complex Gravity (which adds "tilt controls") and See-Thru{{r|TouchArcade review}} (which makes the room's elements transparent).{{r|Slide to Play review}} It also includes a 20-piece collection of [[concept art]].{{r|IndieGames.com: sketchpad}} The game was included in the April 2012, [[Amanita Design]] [[Humble Bundle]].{{r|Polygon: Humble}}


== Reception ==
== Reception ==


{{Video game reviews
{{Video game reviews
| MC = 90/100 (4 reviews)<ref name=Metacritic/>
| MC = 90/100 (4 reviews){{r|Metacritic}}
| rev1 = ''[[148 Apps]]''
| rev1 = ''148 Apps''
| rev1Score = {{rating|4.5|5}}<ref name="148Apps review"/>
| rev1Score = 4.5/5{{r|148Apps review}}
| rev2 = ''Slide to Play''
| rev2 = ''Slide to Play''
| rev2Score = {{rating|4|4}}<ref name="Slide to Play review"/>
| rev2Score = 4/4{{r|Slide to Play review}}
| rev3 = ''[[TouchArcade]]''
| rev3 = ''[[TouchArcade]]''
| rev3Score = {{rating|4.5|5}}<ref name="TouchArcade review"/>
| rev3Score = 4.5/5{{r|TouchArcade review}}
}}
}}


The game received "universal acclaim", according to video game [[review score aggregator]] [[Metacritic]].<ref name=Metacritic/> Reviewers noted the game's especially short duration, memorability, and emphasis on exploration over problem solving.<ref name="Slide to Play review"/><ref name="148Apps review"/><ref name="TouchArcade review"/> Multiple reviewers praised the game's art style.<ref name="Slide to Play review"/><ref name="148Apps review"/><ref name="TouchArcade review"/><ref name="GSW: Interview"/> Nissa Campbell of ''TouchArcade'' described the style as "surreal",<ref name="TouchArcade review"/> and Tim Rattray of ''Slide to Play'' wrote that ''Windosill'' is "serious" in its attempt to "be 'art{{'"}}.<ref name="Slide to Play review"/> Critics described ''Windosill'' as not just a game but "a toy" in itself.<ref name="TouchArcade review"/><ref name="Indiegames.com: Pick"/> ''GameSetWatch'' selected the game for their "Best of Indie Games" the week of May 2, 2009.<ref name="GSW: Best"/>
The game received "universal acclaim", according to video game [[review score aggregator]] [[Metacritic]].{{r|Metacritic}} Reviewers noted the game's especially short duration, memorability, and emphasis on exploration over problem solving.{{r|Slide to Play review|148Apps review|TouchArcade review}} Multiple reviewers praised the game's art style.{{r|Slide to Play review|148Apps review|TouchArcade review|GSW: Interview}} Nissa Campbell of ''TouchArcade'' described the style as "surreal",{{r|TouchArcade review}} and Tim Rattray of ''Slide to Play'' wrote that ''Windosill'' is "serious" in its attempt to "be 'art{{'"}}.{{r|Slide to Play review}} Critics described ''Windosill'' as not just a game but "a toy" in itself.{{r|TouchArcade review|Indiegames.com: Pick}} ''GameSetWatch'' selected the game for their "Best of Indie Games" the week of May 2, 2009.{{r|GSW: Best}}


[[File:Blek trailer.webm|thumb|''Windosill'' inspired indie mobile games such as the 2013 puzzle game ''Blek'' ''(pictured)''.]]
[[File:Blek trailer.webm|thumb|''Windosill'' inspired indie mobile games such as the 2013 puzzle game ''Blek'' ''(pictured)''.]]


Campbell of ''TouchArcade'' wrote that the iOS port was "always meant to be" due to the tactility of the game's puzzles.<ref name="TouchArcade review"/> Campbell added that iOS [[multitouch]] changed how players could interact with the puzzles, though it did not change any of the solutions.<ref name="TouchArcade review"/> The reviewer wrote that the controls were intuitive and designed for experimenting, as there is no tutorial.<ref name="TouchArcade review"/> Kirk Hamilton of ''[[Kotaku]]'' similarly wrote that the game helped him remember "how wonderfully tactile the iPad can be".<ref name="Kotaku: mysterious"/>
Campbell of ''TouchArcade'' wrote that the iOS port was "always meant to be" due to the tactility of the game's puzzles.{{r|TouchArcade review}} Campbell added that iOS [[multitouch]] changed how players could interact with the puzzles, though it did not change any of the solutions.{{r|TouchArcade review}} The reviewer wrote that the controls were intuitive and designed for experimenting, as there is no tutorial.{{r|TouchArcade review}} Kirk Hamilton of ''[[Kotaku]]'' similarly wrote that the game helped him remember "how wonderfully tactile the iPad can be".{{r|Kotaku: mysterious}}


Rattray of ''Slide to Play'' described ''Windosill'' as "an interactive abstract mosaic" and "absolute thrill ride".<ref name="Slide to Play review"/> He described the puzzle design and production value as "brilliant", and praised the "fitting" sound effects, "smooth" controls, and "perfect" [[frame rate]].<ref name="Slide to Play review"/> ''148Apps''{{'s}} Dan Lee also called the puzzles "brilliant", and described them as "so abstract" as to require unconventional thinking.<ref name="148Apps review"/> Anthony Burch of ''Destructoid'' added that the puzzles were designed such that players would not become "frustrated or bored".<ref name="Destructoid: IN"/> Lee and Rattray said there was little reason to return to the game after playing through,<ref name="Slide to Play review"/><ref name="148Apps review"/> apart from a few minutes to experiment with the added iOS features.<ref name="Slide to Play review"/> While Lee considered this a "niggle",<ref name="148Apps review"/> Rattray praised its brevity.<ref name="Slide to Play review"/>
Rattray of ''Slide to Play'' described ''Windosill'' as "an interactive abstract mosaic" and "absolute thrill ride".{{r|Slide to Play review}} He described the puzzle design and production value as "brilliant", and praised the "fitting" sound effects, "smooth" controls, and "perfect" [[frame rate]].{{r|Slide to Play review}} ''148Apps''{{'s}} Dan Lee also called the puzzles "brilliant", and described them as "so abstract" as to require unconventional thinking.{{r|148Apps review}} Anthony Burch of ''Destructoid'' added that the puzzles were designed such that players would not become "frustrated or bored".{{r|Destructoid: IN}} Lee and Rattray said there was little reason to return to the game after playing through,{{r|Slide to Play review|148Apps review}} apart from a few minutes to experiment with the added iOS features.{{r|Slide to Play review}} While Lee considered this a "niggle",{{r|148Apps review}} Rattray praised its brevity.{{r|Slide to Play review}}


''Windosill'' has influenced games including ''[[Alto's Adventure]]'',<ref name="Polygon: Alto's"/> ''[[Blek]]'',<ref name="Edge: heartening"/> ''[[Donut County]]'',<ref name="Polygon: Donut"/><ref name="Polygon: Donut name change"/> and ''[[Monument Valley (video game)|Monument Valley]]''.<ref name="Indiegames.com: Monument Valley trailer"/> Smith later made the 2015 interactive alphabet game ''[[Metamorphabet]]''.<ref name="Wired: wish"/>
''Windosill'' has influenced games including ''[[Alto's Adventure]]'',{{r|Polygon: Alto's}} ''[[Blek]]'',{{r|Edge: heartening}} ''[[Donut County]]'',{{r|Polygon: Donut|Polygon: Donut name change}} and ''[[Monument Valley (video game)|Monument Valley]]''.{{r|Indiegames.com: Monument Valley trailer}} Smith later made the 2015 interactive alphabet game ''[[Metamorphabet]]''.{{r|Wired: wish}}


== References ==
== References ==
Line 57: Line 63:
{{reflist|refs=
{{reflist|refs=


<ref name="148Apps review">{{cite web |url=http://www.148apps.com/reviews/windosill-review/ |accessdate=March 8, 2015 |work=148Apps |publisher=Steel Media |title=Windosill Review |last=Lee |first=Dan |date=February 2, 2012 |archiveurl=http://www.webcitation.org/6WslwLpJw |archivedate=March 8, 2015 |deadurl=no }}</ref>
<ref name="148Apps review">{{cite web |url=http://www.148apps.com/reviews/windosill-review/ |access-date=March 8, 2015 |work=148Apps |title=Windosill Review |last=Lee |first=Dan |date=February 2, 2012 |archive-url=https://web.archive.org/web/20150107202641/http://www.148apps.com/reviews/windosill-review/ |archive-date=January 7, 2015 |url-status=live |df=mdy-all }}</ref>


<ref name="Destructoid: IN">{{cite web |url=http://www.destructoid.com/indie-nation-59-windosill-130593.phtml |accessdate=March 8, 2015 |title=Indie Nation #59: Windosill |last1=Burch |first1=Anthony |date=May 1, 2009 |work=[[Destructoid]] |publisher=[[Game Revolution]] |archiveurl=http://www.webcitation.org/6WsvKxs9b |archivedate=March 8, 2015 |deadurl=no }}</ref>
<ref name="Destructoid: IN">{{cite web |url=http://www.destructoid.com/indie-nation-59-windosill-130593.phtml |access-date=March 8, 2015 |title=Indie Nation #59: Windosill |last1=Burch |first1=Anthony |date=May 1, 2009 |work=[[Destructoid]] |archive-url=https://web.archive.org/web/20150402133533/http://www.destructoid.com/indie-nation-59-windosill-130593.phtml |archive-date=April 2, 2015 |url-status=live |df=mdy-all }}</ref>


<ref name="Edge: heartening">{{cite web |url=http://www.edge-online.com/features/the-heartening-story-of-blek-the-ios-game-that-cut-through-app-store-cynicism-with-pure-creativity/ |accessdate=July 20, 2014 |title=The heartening story of Blek, the iOS game that cut through App Store cynicism with pure creativity |last1=Long |first1=Neil |date=February 12, 2014 |work=[[Edge (magazine)|Edge]] |publisher=[[Future plc|Future]] |archiveurl=https://web.archive.org/web/20140721051959/http://www.edge-online.com/features/the-heartening-story-of-blek-the-ios-game-that-cut-through-app-store-cynicism-with-pure-creativity/ |archivedate=July 20, 2014 |deadurl=yes }}</ref>
<ref name="Edge: heartening">{{cite magazine |url=http://www.edge-online.com/features/the-heartening-story-of-blek-the-ios-game-that-cut-through-app-store-cynicism-with-pure-creativity/ |access-date=July 20, 2014 |title=The heartening story of Blek, the iOS game that cut through App Store cynicism with pure creativity |last1=Long |first1=Neil |date=February 12, 2014 |magazine=[[Edge (magazine)|Edge]] |archive-url=https://web.archive.org/web/20140721051959/http://www.edge-online.com/features/the-heartening-story-of-blek-the-ios-game-that-cut-through-app-store-cynicism-with-pure-creativity/ |archive-date=July 21, 2014 |url-status=dead }}</ref>


<ref name="Edge: IT Crowd">{{cite web |url=http://www.edge-online.com/features/patrick-smith-of-vectorpark-on-the-it-crowd-toy-boxes-and-his-new-game/ |accessdate=March 8, 2015 |title=Patrick Smith of Vectorpark on the IT Crowd, toy-boxes and his new game |last=Griliopoulos |first=Dan |date=November 7, 2013 |work=[[Edge (magazine)|Edge]] |publisher=[[Future plc|Future]] |archiveurl=https://web.archive.org/web/20131111182942/http://www.edge-online.com/features/patrick-smith-of-vectorpark-on-the-it-crowd-toy-boxes-and-his-new-game/ |archivedate=November 11, 2013 |deadurl=yes }}</ref>
<ref name="Edge: IT Crowd">{{cite magazine |url=http://www.edge-online.com/features/patrick-smith-of-vectorpark-on-the-it-crowd-toy-boxes-and-his-new-game/ |access-date=March 8, 2015 |title=Patrick Smith of Vectorpark on the IT Crowd, toy-boxes and his new game |last=Griliopoulos |first=Dan |date=November 7, 2013 |magazine=[[Edge (magazine)|Edge]] |archive-url=https://web.archive.org/web/20131111182942/http://www.edge-online.com/features/patrick-smith-of-vectorpark-on-the-it-crowd-toy-boxes-and-his-new-game/ |archive-date=November 11, 2013 |url-status=dead }}</ref>


<ref name="GSW: Best">{{cite web |url=http://www.gamesetwatch.com/2009/05/best_of_indie_games_window_to.php |accessdate=March 8, 2015 |title=Best Of Indie Games: Window to Your Mind and Soul |last1=W. |first1=Tim |date=May 2, 2009 |work=[[GameSetWatch]] |publisher=[[UBM TechWeb]] |archiveurl=http://www.webcitation.org/6WssDJZTY |archivedate=March 8, 2015 |deadurl=no }}</ref>
<ref name="GSW: Best">{{cite web |url=http://www.gamesetwatch.com/2009/05/best_of_indie_games_window_to.php |access-date=March 8, 2015 |title=Best Of Indie Games: Window to Your Mind and Soul |last1=W. |first1=Tim |date=May 2, 2009 |work=[[GameSetWatch]] |archive-url=https://web.archive.org/web/20150924020826/http://www.gamesetwatch.com/2009/05/best_of_indie_games_window_to.php |archive-date=September 24, 2015 |url-status=live |df=mdy-all }}</ref>


<ref name="GSW: Interview">{{cite web |url=http://www.gamesetwatch.com/2009/07/gamesetinterview_a_window_into_patrick_smith.php |accessdate=March 8, 2015 |title=GameSetInterview: A Window Into Patrick Smith |last1=Cameron |first1=Phil |date=July 30, 2009 |work=[[GameSetWatch]] |publisher=[[UBM TechWeb]] |archiveurl=http://www.webcitation.org/6WssFvrR3 |archivedate=March 8, 2015 |deadurl=no }}</ref>
<ref name="GSW: Interview">{{cite web |url=http://www.gamesetwatch.com/2009/07/gamesetinterview_a_window_into_patrick_smith.php |access-date=March 8, 2015 |title=GameSetInterview: A Window Into Patrick Smith |last1=Cameron |first1=Phil |date=July 30, 2009 |work=[[GameSetWatch]] |archive-url=https://web.archive.org/web/20150924040313/http://www.gamesetwatch.com/2009/07/gamesetinterview_a_window_into_patrick_smith.php |archive-date=September 24, 2015 |url-status=live |df=mdy-all }}</ref>


<ref name="Indiegames.com: Monument Valley trailer">{{cite web |url=http://indiegames.com/2013/12/trailer_monument_valley.html |accessdate=January 1, 2014 |title=Trailer: ustwo's Monument Valley |last1=W. |first1=Tim |date=December 10, 2013 |work=IndieGames.com |publisher=[[UBM Tech]] |archiveurl=http://www.webcitation.org/6MJZtwcpB |archivedate=January 1, 2014 |deadurl=no }}</ref>
<ref name="Indiegames.com: Monument Valley trailer">{{cite web |url=http://indiegames.com/2013/12/trailer_monument_valley.html |access-date=January 1, 2014 |title=Trailer: ustwo's Monument Valley |last1=W. |first1=Tim |date=December 10, 2013 |work=[[IndieGames.com]] |archive-url=https://web.archive.org/web/20140102200054/http://indiegames.com/2013/12/trailer_monument_valley.html |archive-date=January 2, 2014 |url-status=live |df=mdy-all }}</ref>


<ref name="IndieGames.com: sketchpad">{{cite web |url=http://indiegames.com/2011/12/windosill_for_ipad_now_availab.html |accessdate=March 8, 2015 |title=Revisiting Vectorpark's Windosill: iPad Release and Cross-platform Sale |last1=Polson |first1=John |date=December 21, 2011 |work=IndieGames.com |publisher=[[UBM Tech]] |archiveurl=http://www.webcitation.org/6WsqG1yBm |archivedate=March 8, 2015 |deadurl=no }}</ref>
<ref name="IndieGames.com: sketchpad">{{cite web |url=http://indiegames.com/2011/12/windosill_for_ipad_now_availab.html |access-date=March 8, 2015 |title=Revisiting Vectorpark's Windosill: iPad Release and Cross-platform Sale |last1=Polson |first1=John |date=December 21, 2011 |work=[[IndieGames.com]] |archive-url=https://web.archive.org/web/20150402144917/http://indiegames.com/2011/12/windosill_for_ipad_now_availab.html |archive-date=April 2, 2015 |url-status=live |df=mdy-all }}</ref>


<ref name="Indiegames.com: Pick">{{cite web |url=http://indiegames.com/2009/04/indie_game_pick_windosill_patr.html |accessdate=March 8, 2015 |title=Indie Game Pick: Windosill (Patrick Smith) |last1=W. |first1=Tim |date=April 28, 2009 |work=IndieGames.com |publisher=[[UBM Tech]] |archiveurl=http://www.webcitation.org/6WsotLiug |archivedate=March 8, 2015 |deadurl=no }}</ref>
<ref name="Indiegames.com: Pick">{{cite web |url=http://indiegames.com/2009/04/indie_game_pick_windosill_patr.html |access-date=March 8, 2015 |title=Indie Game Pick: Windosill (Patrick Smith) |last1=W. |first1=Tim |date=April 28, 2009 |work=[[IndieGames.com]] |archive-url=https://web.archive.org/web/20141214155701/http://www.indiegames.com/2009/04/indie_game_pick_windosill_patr.html |archive-date=December 14, 2014 |url-status=live |df=mdy-all }}</ref>


<ref name="Kotaku: mysterious">{{cite web |url=http://kotaku.com/5904945/the-wonderful-windosill-turns-your-ipad-into-a-mysterious-toybox |accessdate=March 8, 2015 |work=[[Kotaku]] |publisher=[[Gawker Media]] |title=The Wonderful Windosill Turns Your iPad Into A Mysterious Toybox |last=Hamilton |first=Kirk |date=April 25, 2012 |archiveurl=http://www.webcitation.org/6WstCfEus |archivedate=March 8, 2015 |deadurl=no }}</ref>
<ref name="Kotaku: mysterious">{{cite web |url=http://kotaku.com/5904945/the-wonderful-windosill-turns-your-ipad-into-a-mysterious-toybox |access-date=March 8, 2015 |work=[[Kotaku]] |title=The Wonderful Windosill Turns Your iPad Into A Mysterious Toybox |last=Hamilton |first=Kirk |date=April 25, 2012 |archive-url=https://web.archive.org/web/20150402102238/http://kotaku.com/5904945/the-wonderful-windosill-turns-your-ipad-into-a-mysterious-toybox |archive-date=April 2, 2015 |url-status=live |df=mdy-all }}</ref>


<ref name=Metacritic>{{cite web |url=http://www.metacritic.com/game/ios/windosill/critic-reviews |title=Windosill Critic Reviews for iPhone/iPad |work=[[Metacritic]] |publisher=[[CBS Interactive]] |accessdate=March 8, 2015 |archiveurl=http://www.webcitation.org/6WsjjJjJ4 |archivedate=March 8, 2015 |deadurl=no}}</ref>
<ref name=Metacritic>{{cite web |url=https://www.metacritic.com/game/windosill/critic-reviews/?platform=ios-iphoneipad |title=Windosill Critic Reviews for iPhone/iPad |work=[[Metacritic]] |access-date=March 8, 2015 |archive-url=https://web.archive.org/web/20150326032913/http://www.metacritic.com/game/ios/windosill/critic-reviews |archive-date=March 26, 2015 |url-status=live |df=mdy-all }}</ref>


<ref name="Polygon: Alto's">{{cite web |url=http://www.polygon.com/2015/2/11/8021781/altos-adventure-ios-snowboarding |accessdate=March 8, 2015 |title=Get ready to feel some snowboarding emotions with Alto's Adventure |last=McWhertor |first=Michael |date=February 11, 2015 |work=[[Polygon (website)|Polygon]] |publisher=[[Vox Media]] |archiveurl=http://www.webcitation.org/6WsbOWFhP |archivedate=March 8, 2015 |deadurl=no }}</ref>
<ref name="Polygon: Alto's">{{cite web |url=http://www.polygon.com/2015/2/11/8021781/altos-adventure-ios-snowboarding |access-date=March 8, 2015 |title=Get ready to feel some snowboarding emotions with Alto's Adventure |last=McWhertor |first=Michael |date=February 11, 2015 |work=[[Polygon (website)|Polygon]] |archive-url=https://web.archive.org/web/20150306145418/http://www.polygon.com/2015/2/11/8021781/altos-adventure-ios-snowboarding |archive-date=March 6, 2015 |url-status=live |df=mdy-all }}</ref>


<ref name="Polygon: Donut">{{cite web |url=http://www.polygon.com/2012/10/8/3476056/indiecade-selection-kachina-has-shades-of-katamari-damacy-and-one |accessdate=March 8, 2015 |title=IndieCade selection Kachina has shades of Katamari Damacy and one intriguing hole |last=McWhertor |first=Michael |date=October 8, 2012 |work=[[Polygon (website)|Polygon]] |publisher=[[Vox Media]] |archiveurl=http://www.webcitation.org/6WsbuTgMu |archivedate=March 8, 2015 |deadurl=no }}</ref>
<ref name="Polygon: Donut">{{cite web |url=http://www.polygon.com/2012/10/8/3476056/indiecade-selection-kachina-has-shades-of-katamari-damacy-and-one |access-date=March 8, 2015 |title=IndieCade selection Kachina has shades of Katamari Damacy and one intriguing hole |last=McWhertor |first=Michael |date=October 8, 2012 |work=[[Polygon (website)|Polygon]] |archive-url=https://web.archive.org/web/20140816100423/http://www.polygon.com/2012/10/8/3476056/indiecade-selection-kachina-has-shades-of-katamari-damacy-and-one |archive-date=August 16, 2014 |url-status=live |df=mdy-all }}</ref>


<ref name="Polygon: Donut name change">{{cite web |url=http://www.polygon.com/2014/8/11/5992923/donut-county-kachina-ben-esposito |accessdate=March 8, 2015 |title=Donut County is like a reverse Katamari inspired by Bruce Springsteen and fake Peter Molyneux |last=McWhertor |first=Michael |date=August 11, 2014 |work=[[Polygon (website)|Polygon]] |publisher=[[Vox Media]] |archiveurl=http://www.webcitation.org/6Wsc56Z3u |archivedate=March 8, 2015 |deadurl=no }}</ref>
<ref name="Polygon: Donut name change">{{cite web |url=http://www.polygon.com/2014/8/11/5992923/donut-county-kachina-ben-esposito |access-date=March 8, 2015 |title=Donut County is like a reverse Katamari inspired by Bruce Springsteen and fake Peter Molyneux |last=McWhertor |first=Michael |date=August 11, 2014 |work=[[Polygon (website)|Polygon]] |archive-url=https://web.archive.org/web/20150503013915/http://www.polygon.com/2014/8/11/5992923/donut-county-kachina-ben-esposito |archive-date=May 3, 2015 |url-status=live |df=mdy-all }}</ref>


<ref name="Polygon: Humble">{{cite web |url=http://www.polygon.com/gaming/2012/4/19/2960519/botanicula-humble-bundle |accessdate=March 8, 2015 |title='Botanicula' offered in name-your-own-price Humble Bundle |last=McElroy |first=Griffin |date=April 19, 2012 |work=[[Polygon (website)|Polygon]] |publisher=[[Vox Media]] |archiveurl=http://www.webcitation.org/6WsbcIR6M |archivedate=March 8, 2015 |deadurl=no }}</ref>
<ref name="Polygon: Humble">{{cite web |url=http://www.polygon.com/gaming/2012/4/19/2960519/botanicula-humble-bundle |access-date=March 8, 2015 |title='Botanicula' offered in name-your-own-price Humble Bundle |last=McElroy |first=Griffin |date=April 19, 2012 |work=[[Polygon (website)|Polygon]] |archive-url=https://web.archive.org/web/20160304041929/http://www.polygon.com/gaming/2012/4/19/2960519/botanicula-humble-bundle |archive-date=March 4, 2016 |url-status=live |df=mdy-all }}</ref>


<ref name=Riccardo>{{cite web |url=http://www.riccardogiraldi.com/the-many-talents-of-mr-patrick-smith.html |accessdate=March 8, 2015 |title=The many talents of Mr. Patrick Smith |last1=Giraldi |first1=Riccardo |date=2009 |work=[[Riccardo Giraldi]], Creative Director at Microsoft |archiveurl=http://www.webcitation.org/6Wstb2Int |archivedate=March 8, 2015 |deadurl=no }}</ref>
<ref name=Riccardo>{{cite web |url=http://www.riccardogiraldi.com/the-many-talents-of-mr-patrick-smith.html |access-date=March 8, 2015 |title=The many talents of Mr. Patrick Smith |last1=Giraldi |first1=Riccardo |date=2009 |work=[[Riccardo Giraldi]], Creative Director at Microsoft |archive-url=https://web.archive.org/web/20150311033443/http://www.riccardogiraldi.com/the-many-talents-of-mr-patrick-smith.html |archive-date=March 11, 2015 |url-status=live |df=mdy-all }}</ref>


<ref name="Slide to Play review">{{cite web |url=http://www.slidetoplay.com/games/windosill/#windosill-ipad-review |accessdate=March 8, 2015 |work=Slide to Play |title=Windosill iPad Review |last=Rattray |first=Tim |date=January 20, 2012 |archiveurl=http://www.webcitation.org/6Wsl3BAs1 |archivedate=March 8, 2015 |deadurl=no }}</ref>
<ref name="Slide to Play review">{{cite web |url=http://www.slidetoplay.com/games/windosill/#windosill-ipad-review |access-date=March 8, 2015 |work=Slide to Play |title=Windosill iPad Review |last=Rattray |first=Tim |date=January 20, 2012 |archive-url=https://web.archive.org/web/20190302064319/http://www.slidetoplay.com/games/windosill/ |archive-date=March 2, 2019 |url-status=live |df=mdy-all }}</ref>


<ref name="TouchArcade review">{{cite web |url=http://toucharcade.com/2012/01/13/windosill-ipad-review/ |accessdate=March 8, 2015 |work=TouchArcade |title='Windosill' iPad Review - A Brief Trip Into Surrealism |last=Campbell |first=Nissa |date=January 13, 2012 |archiveurl=http://www.webcitation.org/6Wsi22LDr |archivedate=March 8, 2015 |deadurl=no }}</ref>
<ref name="TouchArcade review">{{cite web |url=http://toucharcade.com/2012/01/13/windosill-ipad-review/ |access-date=March 8, 2015 |work=[[TouchArcade]] |title='Windosill' iPad Review - A Brief Trip Into Surrealism |last=Campbell |first=Nissa |date=January 13, 2012 |archive-url=https://web.archive.org/web/20150330163112/http://toucharcade.com/2012/01/13/windosill-ipad-review/ |archive-date=March 30, 2015 |url-status=live |df=mdy-all }}</ref>


<ref name="Wired: wish">{{cite web |url=http://www.wired.com/2015/02/wish-games-weird-guys-interactive-alphabet/ |accessdate=March 25, 2015 |title=I Wish More Games Were as Weird as This Guy's Interactive Alphabet |last1=Vanhemert |first1=Kyle |date=February 12, 2015 |work=[[Wired (magazine)|Wired]] |publisher=[[Condé Nast Publications|Condé Nast]] |archiveurl=http://www.webcitation.org/6XIXIf7Br |archivedate=March 25, 2015 |deadurl=no }}</ref>
<ref name="Wired: wish">{{cite magazine |url=https://www.wired.com/2015/02/wish-games-weird-guys-interactive-alphabet/ |access-date=March 25, 2015 |title=I Wish More Games Were as Weird as This Guy's Interactive Alphabet |last1=Vanhemert |first1=Kyle |date=February 12, 2015 |magazine=[[Wired (magazine)|Wired]] |archive-url=https://web.archive.org/web/20150325083039/http://www.wired.com/2015/02/wish-games-weird-guys-interactive-alphabet |archive-date=March 25, 2015 |url-status=live |df=mdy-all }}</ref>


}}
}}
Line 100: Line 106:


{{Commons category-inline}}
{{Commons category-inline}}
* {{official website|http://windosill.com}}
* {{official website}}


{{good article}}
{{Portal bar|Video games|border=yes}}
{{Portal bar|Video games|border=yes}}


Line 108: Line 115:
[[Category:Flash games ported to consoles]]
[[Category:Flash games ported to consoles]]
[[Category:IOS games]]
[[Category:IOS games]]
[[Category:Indie video games]]
[[Category:Indie games]]
[[Category:IPad games]]
[[Category:Linux games]]
[[Category:OS X games]]
[[Category:MacOS games]]
[[Category:Puzzle video games]]
[[Category:Puzzle video games]]
[[Category:Single-player-only video games]]
[[Category:Single-player video games]]
[[Category:Video games developed in the United States]]
[[Category:Video games developed in the United States]]
[[Category:Windows games]]
[[Category:Windows games]]

Latest revision as of 19:12, 25 July 2024

Windosill (Vectorpark)
Title screen
Developer(s)Vectorpark
Publisher(s)Vectorpark
Designer(s)Patrick Smith
Platform(s)Windows, OS X, Linux, browser, iOS
ReleaseWindows, OS X, browser
  • WW: May 26, 2009
iOS
  • WW: December 15, 2011 (2011-12-15)
Switch
  • WW: November 11, 2022 (2022-11-11)
Genre(s)Puzzle
Mode(s)Single-player

Windosill is a 2009 puzzle video game by Vectorpark for Microsoft Windows, OS X, Linux, web browsers, and iOS. The player advances through eleven different rooms by interacting with each level's environmental objects. It was developed by Patrick Smith, an artist who taught himself to animate and program the game in Adobe Flash. He was inspired by a variety of painters and artists. The game was first released for Windows, OS X, and web browsers in 2009, and was later ported to the iPad (running iOS) in 2011, with several added features.

The game received "universal acclaim" according to video game review score aggregator Metacritic.[1] Reviewers noted the game's especially short duration, memorability, art style, and emphasis on exploration over problem solving. Windosill has influenced games such as Alto's Adventure, Blek, Donut County, and Monument Valley.

In 2022, the planned release of Windosill as a Nintendo Switch eShop title was announced.[2][3]

Gameplay

[edit]

In Windosill, the player solves logic puzzles to progress through eleven successive rooms. Everything on-screen is interactive. The player experiments with the environmental objects in each room to find a hidden cube, which unlocks the door to the next level,[4] through which the player guides a toy car.[5] Responsive objects in each room include light switches, piles of leaves,[6] clocks, "a squishy thing with an eye on top", a building that grows legs when spun, a box that grows hair when touched, and a smokestack that can be squeezed to make clouds.[7] Interactions with these objects reveal subsequent objects and possible interactions.[7]

In Windosill, the player interacts with the environment of a room to find a cube that unlocks the next room.

Development

[edit]

Patrick Smith, a Brooklyn-based artist,[8] drew, animated, and programmed Windosill by himself[9] for Microsoft Windows, OS X, Linux, web browser, and iPad (iOS) platforms.[10] His collection of interactive animations and games, which he began around 2001, are released under the name "Vectorpark".[8] Although Edge previously covered and praised Smith's prior work, they wrote that he "is notable for never having made the jump to the mainstream".[11]

Smith first sketched Windosill level ideas in pencil, and transferred his favorites into Adobe Illustrator, where he added detail, "shapes and colors".[9] He then animated and programmed the scenes in Adobe Flash, and incorporated sounds from Freesound. While Smith studied painting at Washington University, he learned to animate and program on his own. He developed his own 3D and physics code instead of using existing software libraries, as he prefers to use code he fully understands.[9] When Smith built the game, he considered the "aesthetic and functional aspects holistically".[8] Smith's main inspirations when creating Windosill were mainly artists and not games: surrealists René Magritte and Joan Miró, metaphysical painter Giorgio de Chirico, animators Max and Dave Fleischer of Fleischer Studios, cartoonists Chris Ware and Jim Woodring, sculptor Alexander Calder, and Italian Renaissance painters Paolo Uccello and Piero della Francesca. Smith credits the latter painters for his use of flat shapes as 3D forms.[9] Windosill was not designed for a specific audience—in fact, Smith designed them for his own enjoyment—but he noted that its "toy-like" qualities and emphasis on discovery were intentional.[8]

Windosill was originally released in 2009[6] as a downloadable Flash game[9] for Microsoft Windows and OS X.[12] In this version, the first half of Windosill's was free-to-play and its second half could be unlocked with payment.[12] Smith was satisfied with its sales, but said "it will take a long time to fund itself".[8] An iOS (iPad-only[7]) port[6] was released on December 15, 2011,[4] and added two features: Complex Gravity (which adds "tilt controls") and See-Thru[6] (which makes the room's elements transparent).[4] It also includes a 20-piece collection of concept art.[10] The game was included in the April 2012, Amanita Design Humble Bundle.[13]

Reception

[edit]

The game received "universal acclaim", according to video game review score aggregator Metacritic.[1] Reviewers noted the game's especially short duration, memorability, and emphasis on exploration over problem solving.[4][5][6] Multiple reviewers praised the game's art style.[4][5][6][8] Nissa Campbell of TouchArcade described the style as "surreal",[6] and Tim Rattray of Slide to Play wrote that Windosill is "serious" in its attempt to "be 'art'".[4] Critics described Windosill as not just a game but "a toy" in itself.[6][12] GameSetWatch selected the game for their "Best of Indie Games" the week of May 2, 2009.[14]

Windosill inspired indie mobile games such as the 2013 puzzle game Blek (pictured).

Campbell of TouchArcade wrote that the iOS port was "always meant to be" due to the tactility of the game's puzzles.[6] Campbell added that iOS multitouch changed how players could interact with the puzzles, though it did not change any of the solutions.[6] The reviewer wrote that the controls were intuitive and designed for experimenting, as there is no tutorial.[6] Kirk Hamilton of Kotaku similarly wrote that the game helped him remember "how wonderfully tactile the iPad can be".[7]

Rattray of Slide to Play described Windosill as "an interactive abstract mosaic" and "absolute thrill ride".[4] He described the puzzle design and production value as "brilliant", and praised the "fitting" sound effects, "smooth" controls, and "perfect" frame rate.[4] 148Apps's Dan Lee also called the puzzles "brilliant", and described them as "so abstract" as to require unconventional thinking.[5] Anthony Burch of Destructoid added that the puzzles were designed such that players would not become "frustrated or bored".[15] Lee and Rattray said there was little reason to return to the game after playing through,[4][5] apart from a few minutes to experiment with the added iOS features.[4] While Lee considered this a "niggle",[5] Rattray praised its brevity.[4]

Windosill has influenced games including Alto's Adventure,[16] Blek,[17] Donut County,[18][19] and Monument Valley.[20] Smith later made the 2015 interactive alphabet game Metamorphabet.[21]

References

[edit]
  1. ^ a b c "Windosill Critic Reviews for iPhone/iPad". Metacritic. Archived from the original on March 26, 2015. Retrieved March 8, 2015.
  2. ^ "Influential Toy-Like Puzzle Game 'Windosill' Is Coming To Switch After 13 Years". Nintendo Life. November 4, 2022. Retrieved November 5, 2022.
  3. ^ "Windosill for Nintendo Switch - Nintendo Official Site". www.nintendo.com. Retrieved November 5, 2022.
  4. ^ a b c d e f g h i j k l Rattray, Tim (January 20, 2012). "Windosill iPad Review". Slide to Play. Archived from the original on March 2, 2019. Retrieved March 8, 2015.
  5. ^ a b c d e f g Lee, Dan (February 2, 2012). "Windosill Review". 148Apps. Archived from the original on January 7, 2015. Retrieved March 8, 2015.
  6. ^ a b c d e f g h i j k l Campbell, Nissa (January 13, 2012). "'Windosill' iPad Review - A Brief Trip Into Surrealism". TouchArcade. Archived from the original on March 30, 2015. Retrieved March 8, 2015.
  7. ^ a b c d Hamilton, Kirk (April 25, 2012). "The Wonderful Windosill Turns Your iPad Into A Mysterious Toybox". Kotaku. Archived from the original on April 2, 2015. Retrieved March 8, 2015.
  8. ^ a b c d e f Cameron, Phil (July 30, 2009). "GameSetInterview: A Window Into Patrick Smith". GameSetWatch. Archived from the original on September 24, 2015. Retrieved March 8, 2015.
  9. ^ a b c d e Giraldi, Riccardo (2009). "The many talents of Mr. Patrick Smith". Riccardo Giraldi, Creative Director at Microsoft. Archived from the original on March 11, 2015. Retrieved March 8, 2015.
  10. ^ a b Polson, John (December 21, 2011). "Revisiting Vectorpark's Windosill: iPad Release and Cross-platform Sale". IndieGames.com. Archived from the original on April 2, 2015. Retrieved March 8, 2015.
  11. ^ Griliopoulos, Dan (November 7, 2013). "Patrick Smith of Vectorpark on the IT Crowd, toy-boxes and his new game". Edge. Archived from the original on November 11, 2013. Retrieved March 8, 2015.
  12. ^ a b c W., Tim (April 28, 2009). "Indie Game Pick: Windosill (Patrick Smith)". IndieGames.com. Archived from the original on December 14, 2014. Retrieved March 8, 2015.
  13. ^ McElroy, Griffin (April 19, 2012). "'Botanicula' offered in name-your-own-price Humble Bundle". Polygon. Archived from the original on March 4, 2016. Retrieved March 8, 2015.
  14. ^ W., Tim (May 2, 2009). "Best Of Indie Games: Window to Your Mind and Soul". GameSetWatch. Archived from the original on September 24, 2015. Retrieved March 8, 2015.
  15. ^ Burch, Anthony (May 1, 2009). "Indie Nation #59: Windosill". Destructoid. Archived from the original on April 2, 2015. Retrieved March 8, 2015.
  16. ^ McWhertor, Michael (February 11, 2015). "Get ready to feel some snowboarding emotions with Alto's Adventure". Polygon. Archived from the original on March 6, 2015. Retrieved March 8, 2015.
  17. ^ Long, Neil (February 12, 2014). "The heartening story of Blek, the iOS game that cut through App Store cynicism with pure creativity". Edge. Archived from the original on July 21, 2014. Retrieved July 20, 2014.
  18. ^ McWhertor, Michael (October 8, 2012). "IndieCade selection Kachina has shades of Katamari Damacy and one intriguing hole". Polygon. Archived from the original on August 16, 2014. Retrieved March 8, 2015.
  19. ^ McWhertor, Michael (August 11, 2014). "Donut County is like a reverse Katamari inspired by Bruce Springsteen and fake Peter Molyneux". Polygon. Archived from the original on May 3, 2015. Retrieved March 8, 2015.
  20. ^ W., Tim (December 10, 2013). "Trailer: ustwo's Monument Valley". IndieGames.com. Archived from the original on January 2, 2014. Retrieved January 1, 2014.
  21. ^ Vanhemert, Kyle (February 12, 2015). "I Wish More Games Were as Weird as This Guy's Interactive Alphabet". Wired. Archived from the original on March 25, 2015. Retrieved March 25, 2015.
[edit]

Media related to Windosill at Wikimedia Commons