Browser mini-game inspired by the «Songs of the Earth» novel series
For the project, we chose the novella «The Mask of Man,» set in the Perm Krai region. At its core is the story of Kudym-Osh, a hero capable of adopting both human and bear forms. This duality became the central mechanic of the game: to reach the human beauty Kostea, the player must constantly decide which form the hero needs at any given moment.
Core Mechanism
The core mechanic involves switching between human and bear forms. Different obstacles require different states for the character: the human is better suited for spaces where agility and small size are important, while the bear handles obstacles that require strength or jumping height. An additional mechanic is the jump.
Visual Concept
We aimed to preserve the recognizable imagery and atmosphere of the novella and its region.
The following elements from the original work were incorporated into the project:
- Kudym-Osh and its ability to change appearance;
- Koste as the ultimate destination of the journey;
- the witch;
- the natural and everyday spaces of the Perm Krai.
A decorative border, inspired by Perm ornaments, runs along the edges of the game screen. In it, animal motifs gradually transition into human forms.
Game Path
The game is built as a side-scrolling auto-runner. Kudym-Osh moves forward automatically, and the player is responsible for its actions along the route. The path passes through several successively changing spaces: a burrow, the taiga, a kurgan, a river, a settlement, and the bride’s yurt. Each location is visually distinct and gradually brings the player closer to the final encounter with Koste.
User Experience
We aimed to make the controls as intuitive as possible so that players could quickly immerse themselves in the story without wasting time learning complex rules.
On the computer, two basic commands are used: Left mouse button — jump Right mouse button — change appearance
For the mobile version, the controls adapt to gestures: Tap — change appearance Swipe up — jump
The character moves automatically, allowing the player to focus their attention on choosing forms, reacting to obstacles, and the visual narrative.
How do we guide the player?
We have eliminated persistent text instructions before every obstacle. Instead, we aim to use an embedded visual cue system within the environment. Color markers appear before obstacles: Red bush — bear required Blue bush — human required
Development and Visual Materials
For this project, we developed: — a sequence of game locations; — environment and obstacle sketches; — representations of Kudym-Osh in human and bear forms; — character animation frames; — the witch’s design; — an obstacle system; — a route map; — a control prototype; — collision, jumping, and transformation mechanics; — adaptation for browser and mobile devices.
We translated the novel’s central motif into the core mechanics: the player doesn’t just observe Kudym-Osh’s transformation—they constantly choose between human and beastly forms to progress.
Code Archive







