Short, hand-inked pings about delightful apps and indie VR games.

ping #20 · tiny delights

The Windmill That Spins Faster When We Walk By

Tank Avenger's city world reacts to us: the windmill spins faster, chimneys smoke, and the church bell rings at the end of a round.

The InkyPing Editors · · 4 min

A small drawn windmill with motion lines on its blades

You walk past a play area, and something at the edge suddenly spins faster. It’s not a trap and not an enemy. It’s a windmill. In the city world of Tank Avenger – Mixed Reality, it stands next to the battlefield, and when we walk past it, it kicks up a gear. A small detail, but one we like.

The city on the floor

A quick note on the setup. Tank Avenger turns our floor into the map. We paint out the usable area, and a miniature fortress with walls and enemy tanks takes shape on it. We drive a tank about nine centimeters long and walk around the battlefield while we do it. Around this area, the game builds a themed world, only on the floor, never on furniture and never on the illuminated play tiles.

The first chapter is the city world, levels 1 through 54. Walls of brick and stone, wooden crates, a concrete fence with lampposts, and a flooded crater with planks as soft terrain. Plus landmarks: a clock tower, a church, a windmill. For ambience, there’s a light breeze and songbirds.

Four living little things

What makes the city world special is its own little life. According to the game description, there’s:

  • Butterflies fluttering around.
  • Chimneys giving off smoke.
  • A windmill that spins faster when we walk by.
  • A church bell that rings at the end of a round.

Three of these are just atmosphere. The windmill is different: it reacts to us. And the bell reacts to the game.

Why walking by matters

In Tank Avenger, we walk a lot. The view changes when we switch sides, and sometimes you need a different angle for a bank shot. Which means: we’re constantly on the move around the diorama anyway. The windmill turns those steps into something visible. Walk past it, and you leave a small trace in the world.

That’s a nice thought for mixed reality. Our body here isn’t just a camera tripod. It’s part of the scene, and the scene knows it. With a toy diorama in real life, the windmill would spin when you walk past it and stir up a little air, too. The game plays with exactly that expectation.

The bell as the closing note

The church bell is the counterpart. It rings at the end of a round, marking the end of a battle with a sound from the backdrop, not just with text on screen. For a city whose church got bombed in the intro, that’s a quiet, lovely touch: in the intro, we watch a miniature village get bombarded and the church tower topple in slow motion. In the city levels, a church stands again, and its bell rings.

Soft terrain with planks

The city also has terrain that slows us down: the flooded crater with planks. Tanks drive on it at only half speed, and projectiles fly right over it. The display reads “FLOODED CRATER • HALF SPEED.” The planks are a nice detail because they create the image of an improvised bridge, right in the style of a city after an attack.

Three tiny delights

  1. Leaving traces. The windmill shows that we were there.
  2. Smoke as a sign of life. Smoking chimneys mean someone still lives in this city.
  3. A sound as a finish. The bell ends the round without us having to look at any text.

What we’d steal for our own projects

  • A backdrop that reacts to proximity. A single object that speeds up when you walk by is enough for that feeling of liveliness.
  • Making events audible. A bell strike says “the end” more clearly than any banner.
  • Carrying the story on in the background. The church from the intro returns as a backdrop. No words needed.

While walking around

Because the windmill invites you to walk around, one more note: if you’re circling the battlefield, keep the game’s safety rules in mind. Nothing on the floor, keep clear of furniture, no one else in the play area, never walk backward blind. The game shows these rules every time you start.

Our doodle for this ping: a small windmill with four blades and a few curved motion lines. More about the game is in the Meta Horizon Store.

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