01 · Core mechanic
Trading mobility for mass unlocks the level.
Switching form trades mobility for mass, changing how the same character solves each physical obstacle.
Switch forms to work with bounce pads, breakable platforms, slopes, and air currents.
Implementation details
The game's signature mechanic is turning to stone. In ghost form the player moves freely; in stone form the character loses mobility but becomes solid and heavy.
That change in physical properties lets the same character interact differently with bounce pads, breakable platforms, slopes, and air currents. The mechanic becomes both a traversal tool and the foundation for environmental puzzles.
02 · Physics
Environmental forces remain legible and systemic.
Box2D forces and collision behavior turn environmental objects into reusable puzzle tools.
Wind ignores static geometry; form switching changes the player’s physical behavior.


Implementation details
Built with LibGDX and Box2D, the game treats slopes, wind particles, and player state as composable systems. Slope impulses follow surface direction while wind applies position-aware force to dynamic bodies and ignores static geometry.
- Form switching changes how the player participates in physics
- Wind and bounce systems create reusable level-design verbs
- Collision handling keeps special surfaces predictable
03 · Story
A haunted-house sale gives every obstacle a purpose.
As a mansion’s guardian statue, the player protects its ghosts by using both forms to scare away a real-estate agent.
Implementation details
The player is the guardian statue of a mansion that shelters Hallowville's ghosts. When a real-estate agent arrives to close a sale, the statue must use both forms to protect the residents and make the property impossible to sell.
