Choose your clay crew
Travel three wandering islands, break through guarded paths and face the keeper of the great mooring. Choose your fighter and a useful teammate.
Your finds & growth 0 earned points · this run
Find weapons and small helpers along the islands. Clearing a fight you helped win earns a growth point.
Your familiar weapon: normal reach and recovery.
Your selected fighting teammate remains with you.
One point per rank. These finds and improvements last for this adventure only. A new run or page reload resets them. Your computer teammate and small helper are separate choices.
Controls & prototype notes
Off by default. Takes effect on Start or Resume.
Play upright or sideways; landscape gives you more room. Left thumb: drag to move. Right thumb: tap or hold Attack for your three-strike ground chain. A fresh tap during recovery queues one follow-up, never a long automatic string. Tap Attack, release, then tap Jump for a rising weapon strike. You can do this with one right thumb while the left thumb keeps moving. Jump by itself makes an ordinary leap. Attack near a lifted foe to catch it in the air; steer to follow. Fluid has a quicker four-strike air allowance; Root has three heavier strikes. Catches extend a successful exchange briefly, but misses and landings end it. High air attacks do not reach a grounded foe: descend or use a ground approach.
Tap Dodge to escape immediately. Keep that same contact held after the roll to guard the direction you face; steering turns the guard and moves slowly. Guard has a limited capacity and can be beaten from behind. A block gives a brief counter opening. Release Dodge and tap Attack for Fluid's sideways sweep or Root's narrow front-plate opener. Attacking, jumping or casting leaves guard. Ordinary light foes can be interrupted by a true weapon hit; the marked swings of armored plates and the keeper remain committed. Watch their warning and escape, flank or defend. Getting hit has a brief hurt or knockdown and recovery; the safety interval stops immediate repeated damage.
Fold points where you face when cast and has visible preparation, contact and recovery. Fluid gathers foes for a paddle chain; Jump + Fold makes a rising coil sweep. Root raises a ridge that launches; Jump + Fold drives a downward press. Powers prepare a weapon opening for you or your teammate. Dodge interrupts your own power. Taking damage, canceling a contact or pausing clears queued follow-ups. Keyboard: WASD or arrows move, J or Space Attack, I to jump, L Fold, K or Shift Dodge/hold to guard, Escape Pause.
Your chosen teammate uses its own weapon, powers, defense and aerial opportunities while you engage. It can take damage and cannot hurt allies. Each island is a continuous path through three encounters. Defeat every foe, then travel right. The first gate and final keeper can shake a marked clay lane: leave the warning, jump, dodge or face the source to guard. The opposite lane stays clear. The keeper's second half brings renewed pressure. Its defeat ends the remaining surges.
Look off the main path for a weapon cache and little floating support helpers. Walk close to discover them; they are separate from your chosen fighting teammate. Pause and open Your finds & growth to equip a weapon trade-off, choose a helper or spend earned points. A fight you helped win earns one point, after all reserves are beaten. Develop Attack, Defense, Power or Speed up to two ranks each. Defense expands health capacity without instant healing. Long weapons trade recovery for reach; dense weapons trade reach/recovery for a stronger ground finisher. Helpers have finite benefits during a fight, so they support your attacks without doing the fighting for you.
Break repair pots for a small repair to a nearby living crew member. Strike a clay chime with Attack or Fold to soften nearby foes for a weapon follow-up; then it grows a tiny lid-wearing sprout. Pots, chimes and finds are optional. Crossing to a new island repairs two health and reforms a downed teammate; the next clearing on the same island does not. One additional Wide or Brace power choice follows the first island. Your defeat ends the run.
All finds, helper choices and character growth last for this adventure only. New run, Restart or page reload resets them; no permanent save is implemented. Switching apps, hiding the page, genuine focus loss, rotation or width changes pause play and release held input. Height-only browser changes release relocated controls without an unnecessary pause. Optional sounds use local synthesis, no recordings, microphone or saved preference. Native gestures, comfort, sound and performance still need phone review. No online play is enabled.