A puzzle-platformer with nothing to fight

Flick never wins a fight.
He never starts one.

Every enemy in Verdania is beaten the same way — tricked into destroying itself. Hold to change colour. Release to spring the trap. That's the whole game, and it's enough. What you're about to see is unedited, from an active build.

Coming to iOS, Android & Steam

The build, unedited

Every clip we've got, start to finish.

No cuts, no debug overlays hidden. This is the actual, chronological record of testing — including the rough parts. One at a time, full size.

The trick

Four disguises. One dumb, aggressive enemy each.

Nothing here is random. Every colour beats exactly one thing, and the game always tells you which — never just by colour alone.

Red

Stomper's whole world is heat and shadow. Red reads as nothing to him.

Blue

Sparker doesn't hunt her own colour. Wear it and she treats you like kin.

Bark

Sniffer tracks by scent. Bark gives him nothing at all to follow.

Grey

Hold still long enough in grey and you're just another rock in the room.

The world

Verdania, in four pieces.

FLICK: The Tangle is the first of a planned four-game series — one world, told across four games, each with its own colour and its own kind of trouble.

Map of Verdania showing four regions: The Tangle, The Canopy, The Burrow, and The Edge.
I. The Tangle
II. The Canopy
III. The Burrow
IV. The Edge

A closer look

A few things from the workshop.

Not gameplay — just glimpses. Enough to feel the world, not enough to spoil it.

How this actually gets made

No embellishment — this is the real pipeline.

Art. Character and environment art starts in Google Gemini, generated one character at a time using the existing sprite sheet as a reference for consistency. Everything you see on this site is then hand-composed from those generations.

Music. The score is generated with Stable Audio, under a commercial licence. Sixty tracks exist — ten scenes, scored six different ways while the right sound got found. Hear the full set →

Sound effects. Different story entirely: every SFX, including the signature "gotcha" chime, is built from raw waveform math — original code generating sine, square and triangle waves directly. No model, no third-party weights, nothing to license.

Everything else. Built in Godot 4.6, solo. No outsourced team, no studio.

The pitch

Bought once. Owned outright.

01

One price, forever

£3.99. No subscriptions, no energy timers, no currency to buy. What you pay is what it costs.

02

Zero data collected

Nothing is tracked, sold, or profiled — for anyone, of any age. Not a checkbox. A constraint we built to.

03

Built colourblind-first

Every mechanic reads by shape and symbol before it reads by colour. Designed that way from line one, not patched in after.

Know when it lands.

One email, roughly monthly, only when there's something real to say — a build milestone, a platform date, a wishlist page going live.

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