Glasshouse Round 1 of 3

Lamp charge 0%
Wing lift 100

Beam lost

Lantern lit

How the light behaves

←→
Bank the moth. You always drift the way you face, so turn early.
Space
Hold to beat your wings and climb. Let go to glide — momentum keeps carrying you.
↓
Dive. Costs nothing, buys speed, and you cannot stop.
R
Shed scales: a wide triple beam for 1.4 s, at 14 lift.
M Esc
Mute. Pause.

The beam leaves the moth along its nose. Prisms spin, split it and throw it — the charge only climbs while the traced path lands inside the lamp's gold aperture.

Hold Space to climb. Release to glide.

Botanical glasshouse · night shift

Glasswing

You are a moth with a lamp inside you, loose in a glasshouse full of turning prisms. The charge only moves when your own light — bent, split and bent again — actually lands in the lantern.

  1. Wingbeat, not throttle. Hold to climb, release to glide. You always drift the way you face, so the turn you make now is the position you get later.
  2. Prisms cost lift. Every one you clip takes ten off your wings. At zero lift you cannot beat them any more, and you fall.
  3. The beam is traced, not guessed. Each spinning prism splits it. Aim where the split will be, not where the glass is.
←→ bank Space flap & climb ↓ dive R shed scales H help M sound

Three lanterns. The third one wakes the whole house.

Wings folded

Paused

The glasshouse holds its breath.

Dawn in the glasshouse

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