a Shade's Owl Series game
Keep the night for 15 minutes to open the next meadow. The 5-minute night is a short, busy version.
Every owl starts with a different ability and has her own strengths. Owls are earned, never sold.
Moonstones are earned by keeping nights (never sold). Spend them on lasting boosts for every owl.
Special rules, shorter nights. Open after Reedy Pond is kept.
Save code: copy it to carry your progress to another device.
Ember keeps the meadow's night-dreams safe from the Grumbles: little grey storm-puffs that drift in. Her abilities fire by themselves; you only move.
Touch: put a finger anywhere and drag: Ember follows. Keys: W A S D or the arrows, P pause, M sound.
Popped Grumbles turn into sparkle-dust. Dust fills the yellow bar at the top; when it is full, pick one of three cards to make Ember stronger. Take an ability to its top level and own its partner feather, and a card will offer an Evolution: a soft bloom that pops every Grumble on the screen.
Grumbles that cuddle up too close wear down Ember's Courage (the orange bar). Keep moving; Courage comes back on its own, and warm berries appear now and then. If Courage runs out, the night just ends early and Ember flies home with the dust she collected. Nobody gets hurt.
Keep the night until the timer runs out to win the stage. A Big Grump drops a Dream Gift: a free upgrade.
Hootstorm is an original Kitson Workshop game: code, the owls, the Grumbles, the abilities, the music and the sound effects.
Display font: Sniglet by Haley Fiege, SIL Open Font Licence 1.1 (fonts.google.com/specimen/Sniglet), used unchanged and embedded.
Ground texture (CC0 1.0, public domain, ambientcg.com): Grass 004, used as a tinted tile.
Not affiliated with kitson LA or Kitson Co., Ltd.
Pick one! Every card makes Ember stronger.