HOW SHE GROWS

the further she goes, the worse she looks. that's the point.

There is no experience bar. Her power is her decay: the road cracks the porcelain, the house melts her, and the night hands her wings, hearts, and weapons. This page is everything she can become, and everything that scores.

THE CREEP METER

Her power is her decay. One meter, bottom-left of the HUD, filled by anything she does while she stays alive. Five notches, one every twenty points. It never resets between levels, and nothing on it is ever required to finish one. Every stage changes how she looks, reddens the moon, and detunes the music-box lullaby a little more.

0 — PORCELAINclean paint, both button eyes, a lullaby in tune.
20 — CHIPPED"the paint begins to chip..." hairline cracks. Her kicks carry enemies further.
40 — ONE-EYED"her button eye is gone." The power jump coils in one second instead of two.
60 — VERY WRONG"something is very wrong." Every kick flings a shard of her own porcelain.

What fills it. New ground walked (five points a screen). Kills (a snake is four, a valkyrie six). A minigame won, a lost part found, a boss wounded, the dog sent off: ten each. A lantern lit: three. A button eye: two.

Clean play fills it faster. Every fifteen seconds without being hurt steps the rate up, to double after a minute. One hit and the streak is gone.

A hit knocks a notch off. Twenty points, a full stage, every time something touches her. Vermin cost ten. A pit costs a heart and a notch. "she is less than she was."

Breaking empties it, but she can go back for herself. Lose her last heart and the meter is zero, but a glinting piece of her stays where she fell, holding everything she had. Retry the level, walk over it, and she is whole again. Break again before you reach it and the piece is gone for good.

THE MELT

The fifth notch, at eighty. A red gone almost black. It takes heat.

80 — MELTED"she is annoyed." Half of her runs to ink and drips as she walks. Pits cost nothing: the ink pours back out. Her shards leave slicks that slow whatever wades through them.

Heat melts her. Beside a candle in the house, a torch in the tomb, or an ember stone in the hollow mountain, riding the dragon, or aboard a burning saucer, the meter runs at double speed, and only there can it cross eighty. Lanterns, will-o-wisps, and frozen crystals are cold light: the road can crack her, but it can never melt her.

Cold sets her. On the mountain the meter fills at half speed and the melt drains away. She climbs the summit very wrong but solid. The tomb's torches and the mountain's embers melt her again; the high air is neither hot nor cold, and keeps her as she arrives.

The boy sees it. Reach a boss door melted and "he sees what she is": he starts the fight already wounded, and the AT HER WORST badge is hers. Finish the game melted and the board marks the run 🖤.

HEARTS: NO CEILING

She starts with five. Every heart she earns adds a new container to the HUD, in rows of ten. Ten at once earns the OVERFULL badge.

🦇

KILL A BAT

Always one heart, even at full health.

🎪

WIN A MINIGAME

Every win pays one heart. The doll toss pays one per bucket: three buckets, three hearts.

🛸

BOARD THE SAUCER

Five borrowed hearts, shown green. They go home when she leaves; every heart she owned before boarding walks out with her.

💔

WHAT COSTS ONE

Enemy contact. A pit (after a second in the dark the last lantern pulls her back). Vermin cost half. The dog's bite. On the last heart, the dark keeps her.

RIDES

🐉

THE DRAGON

How: survive one minute in a level and a purple dragon with no eyes arrives and follows her. Jump onto its back.
Powers: free flight on the arrows. Z breathes a short gust of flame. X spits a flame ball that roasts anything it touches. C hops off.
The price: spectral valkyries climb after her while she rides, up to three at a time, spear-first, tougher than bats. Dismount and they withdraw.

🛸

THE FLYING SAUCER

How: every so often a silver door full of stars appears ahead, counting down. Reach it within three seconds.
Powers: +5 borrowed hearts, free flight, Z fires laser beams, the tractor beam under the dome lifts any enemy she hovers over and X fires the passenger back out as a projectile. C bails out.
The price: two to five jet fighters scramble with missiles. Near the end of the level the saucer starts smoking: eject in time, or the explosion costs a heart.

HER LOST PARTS

Entirely optional, always tucked somewhere high in the back half, glinting faintly.

👁

BUTTON EYES (THE ROAD)

Four are hidden along level 1: platform tops, over ravines, one impossibly high, one behind the dollhouse, one where the wall is cracked. Find all four and "she sees": the SHE SEES badge, and the tag at the end pays double.

🎀

HER BRAIDS (THE HOUSE)

Level 2. +500 and the HER BRAIDS badge.

🦷

HER IVORY TEETH (THE WOODS)

Level 3. +500 and the HER IVORY TEETH badge.

💅

HER FINGERNAILS (THE SNOW)

Level 4. +500 and the HER FINGERNAILS badge.

🤍

HER PORCELAIN HEART (THE TOMB)

Level 5. +500 and the HER PORCELAIN HEART badge.

🔑

HER WINDING KEY (THE HOLLOW MOUNTAIN)

Level 6. +500 and the HER WINDING KEY badge.

💧

HER GLASS TEARS (THE HIGH AIR)

Level 7. +500 and the HER GLASS TEARS badge.

🏆

COMPLETION %

One number behind every "% finished": 7 parts + 6 bosses + 16 minigames + 25 achievements, equally weighted. Tab on the pause screen shows the list.

EVERY WAY TO SCORE

Points carry across levels. Dying keeps the level but resets the level's score, so a clean run is worth more than a stubborn one.

THE ROAD AND THE CHASE

Tag the boy at the dollhouse1,000
…having found all four button eyes+1,000
Each button eye200
Each lost part (braids, teeth, nails, heart, key, tears)500
Snap a spider's web (three hits on the thread)200
Send the dog off (three hits)250
Down a jet (laser, or tractor-beam throw)300

ENEMIES

Valkyrie, cave troll300
Bear, mountain lion, mummy, centipede, harpy250
Snake, wolf, goat, owl, cobra, storm cloud, cherub200
Rat, magma slug (only when it is dim)150
Bat, spider, cockroach, scarab100
Ant50

BOSSES

The pale boy: each thrown bat or roach that lands500
…stomping a bat or roach to arm it50
…the spell breaks1,000
The werewolf: each candelabra hit400
…he breaks through the wall1,500
The yeti: each icicle hit400
…a fist at half power150
…he escapes down the tunnel1,500
The gold-masked god: each dagger hit400
…the mask falls2,000
The wyrm: each pick into the open mouth400
…the fire goes out1,500
The storm king: each head stomped while it dips400
…three crowns fallen, the true ending3,000

THE CARNIVAL (each win also pays a heart)

Doll toss, per bucket landed (three buckets)300
Balloon darts, per pop / three-of-four win100 / +200
Coffin shuffle, right coffin200
Fortune teller (tarot pairs): 800, minus 100 per extra flip100–800
Bell toll: a true toll / a decent swing200 / 50
Crow gallery, per crow150
Grave dig, the right grave / a wrong one300 / 50
Glyph rite, four words said back400
Scarab race, the right beetle300
Spear gauntlet, three gates dashed400
Minecart rush, three gaps jumped400
Blind pool, per catch / three catches150 / +300
Rockfall, eight seconds outlasted400
Star catch, per star / six of ten100 / +300
Weathervane, the east wind / near enough300 / 100
Cloud hop, six clouds held400

A perfect line through all sixteen games with every bucket landed is worth about 7,600 and sixteen hearts. Every boss on first contact is another 10,500 plus the hits. The rest is bats.

▶ GO GET CRACKED

see who's on the board