A series of desk toy type games demonstrating various fun and interesting game mechanics. Background music is all my own work and compositions.

Press M to mute/unmute music at any time. Press N to mute/unmute sound effects and music in main area only.

Press T to reset the active level. Hold O and press 1 through 4 or 0  to access each level. If you get stuck trying to change levels try releasing and holding O again before entering the number. (That's 'O' the letter not '0' the number)

Main area (1): Press 1 and 2 to toggle between tree and block mode. WASD to move hold shift to sprint and press space to jump. Left click to shoot and place randomly generated trees or blocks depending on mode. Press J to reset the randomly generated miniature landscape in the center of the level. Press P to delete all placed items. Place trees and use blocks to get on top of  the canopy and walk around. Trees can only be placed on the ground where as blocks can be placed on everything except the miniature landscape.

Space area (2): Hold left click to move up and away from the closest planet and forward/back depending on vertical cursor position on the game screen and left/right based on horizontal cursor position. Right click is the same except down towards the closest planet. Hold middle/scroll wheel click to rotate camera view and orient direction towards the direction of the cursor position. If you hit either planet you die/reset the level.

Swimming area (3): Hold Q until a full arm stroke is reached on the left side and let go once it is complete to push forward. Hold E to do the same on the right and repeat to build velocity. The character constantly rotates towards the direction of the horizontal cursor position unless it is centered in the screen. Use WASD to brake in each opposing direction (W to brake if moving backward, S if moving forward etc). Be careful as the arm strokes can swing the character and you may need to reorient it by swinging in the opposite or same direction with the mouse which can be very easily overcorrected causing it to swing wildly the other way. Also if you go too fast you can lose control of the character very easily. You can try to chase the shark around the pool and it will quickly swim away from you as you approach. This is meant to be an example of the kind of fun but frustrating/unintuitive player movement type of game so difficulty maneuvering the character is intentional and not a bug . If the arms/legs get twisted around and the player character won't move or move properly just press T and reset the area.

Frog area (4): Jump by holding left click. The jump height and distance are boosted depending on the length of time the button is held and the amount and direction of rotation of each jump is controlled by the horizontal cursor position on the screen when you initially click. While in the air you can click and hold the right mouse button to shoot the frog's tongue at a wall or object to quickly drag and rotate towards it using the cursor position to aim. If you hold onto a wall with the frog's tongue until after landing you can use it to add extra force to a jump. The tongue will hold as long as there is nothing between the frog and the point of contact including the frog's head/body which will naturally be in the way if you turn more than 90 degrees away from facing the point of contact in either direction. You can climb the platforms and try to reach the highest one. The platforms become narrower and shorter as you go up in levels making it more difficult to successfully land on them. (Note: This area can be made unplayable if you have an excessively low frame rate since the frog won't be able to jump high enough to climb the platforms).

Engine area (0): You can use the engine area to test your computer/browser/network performance. If it runs correctly you have a good connection and computer etc. If it fails immediately or persistently when restarted then there could potentially be some issue with any or all of those things. It doesn't require any user interaction it's just an engine that works using the physics system of Unity. The ball representing the fuel is pushed into the chamber by the pump on a spring which also encloses the piston area when it moves into position. A slower spring pushes the plug from a charging pad towards the fuel then ignites it when it meets the spark point. The explosion pushes up the piston and pushes back the fuel pump to accept more fuel as well as the plug to be charged again by the charging pad. The battery is purely superficial but you can imagine it would be connected to the pad in some way providing electricity. The piston falls and a new piece of fuel is placed in front of the pump and the whole thing starts over again once the the explosion subsides and the springs are able to produce greater force than the explosion had put against them. If there are any technical issues it will break down in some way like the plug will hit the spark point before the fuel is in the chamber or the pump will push back before new fuel has been added or the plug won't reach the charging pad or something. This is why is can be used to test your network or system. It might even be the case too good of hardware could have some similar effect I don't know the point is the physics system is live and in some way unpredictable as opposed to hardcoded motions and rigged animations.

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