A SMALL ADVENTURE IN GOOD COMPANY
Wildkin
A little spin. A well-timed throw. A new friend.
TO MAKE FRIENDS
Flick upward and release to throw.
Your field journal
Three little personalities. A clearing full of possibilities.
Your collection stays in this browser. No account needed.
A good throw has a little feeling.
Give it a spin. Hold the seed-orb and move in a small circle. Its leaf ribs follow your hand. Clockwise and anticlockwise throws bend in opposite directions.
Find your moment. Make a short upward flick and release while moving. The orb follows your hand, then carries that direction into its arc. The smaller ring helps you judge a tighter throw.
Keep the curiosity. A hit can still pop open. Try a different curve, or repeat the same encounter to practise.
Inside this little gym
Human throws and a hand-written aiming guide share the same fixed-step physics. The guide reads exact game coordinates. No neural model is trained in this version. Catching uses seeded randomness, with accuracy and spin improving the stated chance. Artwork is separate from hit detection.
Each encounter ends after a catch, five throws, or 90 seconds of active play. Replay reproduces the same seed and actions. Replayed or guide catches do not add to your journal.
Controller: you · perfect game-state simulation