A small puzzle-platform game drawn entirely in typography: white marks on a black ground, where the floors are baselines, the walls are brackets, the slopes are italic strokes, the switches are counters and the loose blocks are oversized periods and hyphens that can be shoved along the line. You are the period at the end of the sentence “It was not a website.”, and you are trying to leave it. Along the way a tall stroke makes you an exclamation point that cannot jump but can lie down as a bridge — and the laid stroke has weight, so it can hold a counter down after you have walked off it. Recall is locked until the period leaves that stroke behind and finds an at sign. The at sign waits several jumps away, beyond a small-form path the period must partly retrace without the stroke. It then lets the period lasso the stroke back to whichever side it faces, moving the same bridge between gaps from different sides. Off one ordinary route, a softly glowing asterisk opens a secret footnote beneath the page. There the period walks along technical implementation notes and climbs a narrow alternating call stack of tiny fixed and moving frames, timing two sideways transfers and riding one frame upward, to return to the exact place in the main text it left. A second period joins you and makes you a colon that can come apart and act in two places at once, and the two of you load a lever that can only throw one of you forward. Alone, the thrown period grows a tail and becomes a comma, which can catch hold of walls drawn with rough ink, wait there, and jump away from them. When the other half catches up you become a semicolon, which gathers speed on slopes and can hang from quotation marks in the air: hanging keeps the speed you arrived with, and letting go spends it in whichever direction you are leaning. Then a question mark reveals a paper-negative reading of the world, alternate platforms and marked spaces where gravity can turn. The next level lets the period open and close quotation marks around exact pieces of the floor, carry that quoted excerpt, and place or release it elsewhere to bridge omissions and repeat mechanisms. The last transformation level asks for every shape in turn, and the epilogue asks only for the period. Movement is left, right and jump; every other control is listed at the bottom of the screen and repeated when a new shape is introduced. The game is played with the keyboard, or with on-screen buttons on a touchscreen. H requests progressively more specific hints. O pauses the machinery and pulls back to read the room; O again resumes it. C lets one set of movement keys control either half of the colon, or returns to simultaneous control. Quotation is learned before the final synthesis, where cooperation can build a momentum route and a copied line can bridge a low omission. A high hook offers another answer above it. Optional dagger marks remember discoveries in this browser and add a quiet acknowledgment to the ending. There is no score, no timer, no enemy and no way to lose permanently: falling returns you to the last checkpoint a few seconds behind you, blocks you have shoved go back where they started, and nothing you can move can make a room unsolvable. The latest checkpoint is also saved in this browser so a later visit can resume the playthrough. Press Escape at any time, or use the “Return to the homepage” link, to go back.
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