I kind of used to walk like this in real life as a kid.
Spinning on one foot and letting the other one land wherever it landed.
So I decided to make a game out of it.
KURU KURU KURURIN
Game Boy Advance, 2001
A stick that will not stop rotating, and corridors that will not get
any wider. It taught this game that the spin should never be something
you switch off. It keeps going whether you are ready or not, and the
only thing you really control is when.
DONKEY KONG: JUNGLE CLIMBER
Nintendo DS, 2007
Grab a peg, swing round it, let go at the right moment and fly. The
pivot as a way of moving rather than a way of being stuck. Letting go
a fraction late sends you somewhere else entirely.
HAPPY WHEELS
by Jim Bonacci, 2010
Hours and hours lost in it, and most of them not playing but
building. The editor here comes straight from that: make something,
beat it yourself to prove it can be beaten, then put it out for
everyone else.
BAUHAUS BONK
by Spoonful Games, 2025
The same trade, on one button: you alternate pivots and spin your way
through what is in the way. It says the idea carries a whole game on
its own, and that it can wear anything — theirs is built out of
Bauhaus circles and bars where this one is a municipal park.
WALKABLE CITIES
by nartier, 2026
The one that showed me somebody else had the same idea, and that it
holds up as a whole game. There is nothing like it on a phone,
and that is the part that actually got this built. It deserves to be
something you can play standing at a bus stop.
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