A SMALL ADVENTURE IN GOOD COMPANY

Wildkin

A little spin. A well-timed throw. A new friend.

CATCHING FIELD NOTES 04
Clover clearingA quiet afternoon
IN THE WILDMosskipMeadow creature · #001
5THROWS
TO MAKE FRIENDS
Circle the seed-orb to add spin.
Flick upward and release to throw.
Mosskip is curious. Your first throw is waiting.

Your field journal

Three little personalities. A clearing full of possibilities.

0 / 3 discovered

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