A mouse made out of light
Mouse Meadow replaces the space setting with grass, clover and pollen.
The mouse stays attached to the same gameplay circle as the player. Its ears and a constrained tail react to acceleration and turns. Reduced motion uses a steadier pose.



One framework, several materials
Dewdrop, Ember and Glass Marble reuse one circular cosmetic renderer with different highlights and trails. All three are selectable prototypes, and none is a paid unlock.
The work tests how much character can change while the rules, boss colors and scoring stay shared.

Keep the play link current
The portfolio now points to the Netlify playtest the studio uses.
The project notes keep that build separate from a locally prepared itch.io package, which had not been uploaded.
The refreshed screenshot at the top of this page comes from the public playtest. Difficulty pacing still needs human tuning.
What's next
- Human tuning of difficulty pacing.
- Uploading the locally prepared itch.io package.
What I learned
Cosmetic motion should stay attached to the player's real collision shape. A different silhouette can add character without quietly teaching a different rule.
Sources & development context
Sonaris README, docs/skins/CIRCULAR-SKINS.md, docs/skins/README.md and commit 11853a5 (September 7). Public untagged Netlify playtest captured September 13, 2026. The retained notes do not establish that the latest package is on itch.io. Figures are cropped from the skin comparison sheets docs/skins/mouse-meadow-direction.png (commit afb638e) and docs/skins/circular-directions.png (commit 11853a5), both September 7. Test counts are from HANDOFF.md at commit 11853a5.
This retrospective separates the original work date from publication. Historical test results are not claims of a new test run.

