HOW SHE GROWS

the further she goes, the worse she looks. that's the point.

There is no experience bar. Her power is her decay: the road cracks the porcelain, the house melts her, and the night hands her wings, hearts, and weapons. This page is everything she can become, and everything that scores.

THE CREEP METER

The HUD shows four notches, bottom-left. On the road (level 1) each notch lights as she passes roughly another quarter of the way. Every stage changes how she looks, reddens the moon, and detunes the music-box lullaby a little more.

STAGE 0 — PORCELAINclean paint, both button eyes, a lullaby in tune.
STAGE 1 — THE PAINT CHIPS"the paint begins to chip..." hairline cracks, first stains on the dress.
STAGE 2 — THE EYE"her button eye is gone." a socket, a red scratch, the melody starts to sour.
STAGE 3 — VERY WRONG"something is very wrong." full creep. the lullaby stumbles, and she gains a weapon.

It sticks. Past the road she stays at full creep for the rest of the game.

Death resets it. Lose every heart and the retry starts her porcelain-clean. She earns the cracks all over again, and the shards with them.

Full creep unlocks porcelain shards. At stage 3 every kick (X) also flings a spinning shard of her own porcelain: a short-range thrown weapon that hurts whatever it lands on, the dog included. It is the only ranged attack she has on foot.

THE MELT

A fifth notch, a red gone almost black. This one isn't earned by walking.

Where: in the boy's house (level 2), lighting the second candle checkpoint. "she is annoyed." Half of her runs to ink and drips as she walks.

It's story-bound. Levels 3, 4 and 5 start already melted; that candle already burned. Dying in the house and retrying re-earns it at the second candle.

The saucer's dome keeps the light off her. Fly past the candles and the melt waits until she steps out.

HEARTS: NO CEILING

She starts with five. Every heart she earns adds a new container to the HUD, in rows of ten. Ten at once earns the OVERFULL badge.

🦇

KILL A BAT

Always one heart, even at full health.

🎪

WIN A MINIGAME

Every win pays one heart. The doll toss pays one per bucket: three buckets, three hearts.

🛸

BOARD THE SAUCER

Five borrowed hearts, shown green. They go home when she leaves; every heart she owned before boarding walks out with her.

💔

WHAT COSTS ONE

Enemy contact. A pit (after a second in the dark the last lantern pulls her back). Vermin cost half. The dog's bite. On the last heart, the dark keeps her.

RIDES

🐉

THE DRAGON

How: survive one minute in a level and a purple dragon with no eyes arrives and follows her. Jump onto its back.
Powers: free flight on the arrows. Z breathes a short gust of flame. X spits a flame ball that roasts anything it touches. C hops off.
The price: spectral valkyries climb after her while she rides, up to three at a time, spear-first, tougher than bats. Dismount and they withdraw.

🛸

THE FLYING SAUCER

How: every so often a silver door full of stars appears ahead, counting down. Reach it within three seconds.
Powers: +5 borrowed hearts, free flight, Z fires laser beams, the tractor beam under the dome lifts any enemy she hovers over and X fires the passenger back out as a projectile. C bails out.
The price: two to five jet fighters scramble with missiles. Near the end of the level the saucer starts smoking: eject in time, or the explosion costs a heart.

HER LOST PARTS

Entirely optional, always tucked somewhere high in the back half, glinting faintly.

👁

BUTTON EYES (THE ROAD)

Four are hidden along level 1: platform tops, over ravines, one impossibly high, one behind the dollhouse, one where the wall is cracked. Find all four and "she sees": the SHE SEES badge, and the tag at the end pays double.

🎀

HER BRAIDS (THE HOUSE)

Level 2. +500 and the HER BRAIDS badge.

🦷

HER IVORY TEETH (THE WOODS)

Level 3. +500 and the HER IVORY TEETH badge.

💅

HER FINGERNAILS (THE SNOW)

Level 4. +500 and the HER FINGERNAILS badge.

🤍

HER PORCELAIN HEART (THE TOMB)

Level 5. +500 and the HER PORCELAIN HEART badge.

🏆

COMPLETION %

One number behind every "% finished": 5 parts + 4 bosses + 10 minigames + 19 achievements, equally weighted. Tab on the pause screen shows the list.

EVERY WAY TO SCORE

Points carry across levels. Dying keeps the level but resets the level's score, so a clean run is worth more than a stubborn one.

THE ROAD AND THE CHASE

Tag the boy at the dollhouse1,000
…having found all four button eyes+1,000
Each button eye200
Each lost part (braids, teeth, nails, heart)500
Snap a spider's web (three hits on the thread)200
Send the dog off (three hits)250
Down a jet (laser, or tractor-beam throw)300

ENEMIES

Valkyrie300
Bear, mountain lion, mummy250
Snake, wolf, goat, owl, cobra200
Rat150
Bat, spider, cockroach, scarab100
Ant50

BOSSES

The pale boy: each thrown bat or roach that lands500
…stomping a bat or roach to arm it50
…the spell breaks1,000
The werewolf: each candelabra hit400
…he breaks through the wall1,500
The yeti: each icicle hit400
…a fist at half power150
…he escapes down the tunnel1,500
The gold-masked god: each dagger hit400
…the mask falls2,000

THE CARNIVAL (each win also pays a heart)

Doll toss, per bucket landed (three buckets)300
Balloon darts, per pop / three-of-four win100 / +200
Coffin shuffle, right coffin200
Fortune teller (tarot pairs): 800, minus 100 per extra flip100–800
Bell toll: a true toll / a decent swing200 / 50
Crow gallery, per crow150
Grave dig, the right grave / a wrong one300 / 50
Glyph rite, four words said back400
Scarab race, the right beetle300
Spear gauntlet, three gates dashed400

A perfect line through all ten games with every bucket landed is worth about 4,300 and ten hearts. Every boss on first contact is another 6,000 plus the hits. The rest is bats.

▶ GO GET CRACKED

see who's on the board