A trap-dodging journey home, told one screen at a time. The wayfarer walks, jumps and swings at what gets in the way, but almost every obstacle has a timing rather than a fight attached to it, and the ones that look like enemies are usually just moving hazards with a schedule. Reading that schedule before you step is the whole game. Levels are short, deaths are cheap, and the route that looks obvious is reliably the one that kills you first.