Analysis by: Emily Greenquist


“Windosill” is a puzzle game of calming affectation: a clean-lined playground, for the mind to explore, escape, and breathe.  I image this as an elaborate executive toy, patiently waiting for the stressful to finally take a moment.  Frequently, I found myself delaying the completion of goals - to place my elbow on the table, to rest my head in my hand, to watch, to explore, to prolong my moment.

The game – the art, the design, the programming – was all created by Patrick Smith.  The danger with “one man band” projects is that they can easily fall into the category of being too much in one person’s head, and not accessible for the masses.  “Windosill” is not like reading another person’s diary; it is a universal unfolding of the memory of a favorite toy. 

While playing the game, I remembered childhood moments in my house, zooming my wooden car around repurposed, loved, objects.  This is an interesting moment is a person’s development – the act of playing with a toy car – it is an early investigation of freedom.  I felt free in “Windosill,” and I felt safe.  I think of the game as a known place, and I have returned there often to take a moment, away and in. 

Play Windosill

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