At what stage of getting rid of gameplay the game loses the right to be considered as such? Apparently, it remains only a small portion of interactivity, the game can not turn away - in fact found in the same place for PSN Linger in Shadows, and in the "Land of Games" - a page for her review. Windosill can also be attributed to the demoscene, but not three-dimensional, and were drawn in a vector flash. The entire game is a collection of short scenes involving abstract figures, fictional creatures and mechanisms. Each such scene looks like a window into another world, on the windowsill (hence the name of the game) which moves, say, the protagonist - a wooden locomotive, very reminiscent of children's toys. To open the door to the next "window", the player must find the "key" - a white cube. Sometimes it just hidden somewhere in the mind, but most often required to execute a sequence of non-obvious first action. In any case it is necessary "proklikat" full screen - and this is where the magic begins. After all, every single object - a "live", you can interact with anyone, even if it is no apparent benefit to the passage.
 | |  | The first level - a purely informational. Cube - get it right in front of the door | | Creatures on the other side of the window, too, want to play |
Before us is a magnificent example of interactive art, and in real life like you'll see only on certain performances (not always pleasant and friendly, you know). Windosill can not be compared with other downloadable games - they are designed to "kill time", but here at all "passing" will leave from the forces of a lunch break.Game Windosill can, rather, to compare with a campaign for a modern exhibition - the emotions and impressions about the same, as well as payment for "ticket"
 | |  | For such a small game Windosill has an incredibly Sophisticated physics |
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