Blotch Wishlist on Steam
Blotch

Hide in plain sight.

You're a small blob of wet paint with two enormous googly eyes. You can't fight the guards, and running away only means hiding somewhere else. What you can do is paint yourself the exact color of the floor, and let them walk right over the top of you.

The whole game

Every color here is one you can wear

Hold the eyedropper over the ground and it magnifies like a jeweller's loupe, until you can pick out the one shade you want. Then paint it onto yourself, a stroke at a time, until there's nothing left sticking out. Grass tufts, road grit, cobble grout, the pool of light under a lamp, the brushwork on a gallery canvas - all of it is honest color, and all of it is yours to take.

Get it right and it is genuinely startling. A guard looks straight at you, catches on nothing, and carries on down the lane - and if its beat runs over the top of you it walks over the top of you, drawn across your back while your blob clamps its breath, locks both eyes on it and sweats one bead. Get it wrong by one shade too light and it stops, turns round, and starts walking toward the smudge on its floor.

An unpainted grey blob standing in front of green jungle foliage, glaringly obvious. The same blob painted to match the foliage: only its two googly eyes give it away.
50%
Drag to coat it. Same spot, same frame, same bush. The only thing that changes is the paint.

How it plays

The good bits, and one bad one

Recordings of somebody actually playing, a few seconds each. Most of these are the plan working. One of them is a plan going wrong in the most expensive room in the game.

A blob painted like a Starry Night floor canvas is invisible on it, then slides onto bare marble and becomes an obvious piece of stolen Van Gogh.

Your paint does not travel

Painted for the gallery's floor canvas, you are a masterpiece of nothing at all. Two feet later on bare marble you are a stolen Van Gogh walking itself out of the building. Camouflage is a decision about where you're standing, which is why re-coating on the move is the skill worth having.

A blob wearing the pink of a cherry-blossom patch walks out of it onto a garden's green moss, dragging a pale pink stripe of its own coat along the ground behind it. The stripe thins, pales and stops as the paint on the blob dries.

Wet paint leaves a mark

You do not slide about. The blob hauls itself along like the animal it is, reaching with its nose and dragging its tail up after it - and for about two seconds after you lay it, the paint on you is still wet enough to come off on the floor. So a fresh coat trails a stripe of itself behind you, fat where you planted and thin where you reached, drying into the boards as it dries on you. Then it runs out and stops, which is the paint telling you it has gone off.

A small blob in a harlequin-patterned coat walks east along an island beach, past crates, potted shrubs, a bench and a litter bin, with the sea washing up the sand beside it.

There is no level select

There's an island, and you arrive by boat. You walk it - a beach, a coppice, a wood, a mansion and its grounds - and the old owner's pictures are still hanging where he left them, in a chapel, a burner's hut, a bay off the great hall, each behind a red curtain until you've earned it. Find one you like the look of, walk up to it, and step in: you are standing in the place it's a picture of. It's broad daylight out there, and the only dark on the island is the parts you haven't opened yet. Doors priced in stars open most of it, and a few places have no path to them at all.

A blob painted the colour of the sand walks off a beach into the sea. The water takes the paint off everything below the waterline, leaving the top half of it still sandy, then pushes it back onto the beach, where it paints itself again.

The sea has opinions, and so does the water inland

Walk to the edge of it and there's a beach, a few steps of sea you can wade into, and then water that will not have you. Whatever goes under the surface loses its paint at once, along the exact line the water touches - the half of you still on dry sand comes out untouched - and then the undertow shoves you back at the beach to paint the rest of yourself on again. The same water runs through the levels: a creek you can ford and come out the far side of soaking, a koi pond too deep in the middle to cross at all. Nothing tells you which one you're looking at - it's how wide the water is.

A multiplayer match seen from the seeker's side of it. Two hiders work in the open, one spraying a patch of paint cover onto the paving; the other breaks out of that cover to lob a rock, and the bare, gun-carrying seeker is stunned where it stands.

Bring friends. Hide from them.

In Hide and Seek one of you gets a paint gun and no paint at all, and has to sweep a fogged arena while everybody else holds very still and tries not to laugh. Infection turns everyone you catch into another hunter, so the room fills up around the last player still hidden. Head to Head splits you into two teams and tells neither one where the other is. Five modes in all, and two of them do not hand you a blob.

A museum's Egyptian wing: two golden sarcophagi and a stone obelisk standing on sand, with a third mummy case in line between them. A bare, unpainted hunter with a paint gun stands underneath that middle one looking up at it, then walks away down the aisle - and the moment its back is turned, the middle case takes a step out of line and stops dead again.

Or be the furniture.

In Hide and Seek (Prop Hunt) and Infection (Prop Hunt) you are a crate, a barrel, a market stall, a suit of armor - a real piece of that map's furniture, at the size that map draws it, blank white and yours to paint. Stand where that sort of thing stands, hold still, and the hunter's job becomes telling what moved from what was always there. Your paint comes with you when you swap. A big prop is a better hiding place and a worse body, because it will not fit back out through the door you came in by. And painting yourself the color of the floor is the one thing you may not do.

The cast

One blob. Five ways to get caught.

They don't all look for the same thing. A coat that fools one of them will hand you straight to the next.

And the rest

Thirty-two levels of it getting worse

  • Fog of war. On night levels you learn the map by walking it, and lose track of the guards entirely. Lamps, crystals and glowing mushrooms pool enough light to go on.
  • Things that ruin an afternoon. Searchlights, security cameras, rotating sprinklers, and rain that washes a coat you spent a minute on straight off you.
  • Improvised tools. Throw a rock to pull a guard somewhere else, or knock it out cold. Lob a paint bomb, or run the hose along the floor, and make a hiding place that wasn't there a second ago - then point either one at a guard instead, because cover one in wet paint and it shuts its eye and stands there until it has got the stuff off.
  • Thirty-two levels, and an island to hang them on. One level teaches an idea, the next is where you use it, sunlit gardens through to a crystal-cavern finale, each with a secret spot hidden in it and three stars to chase. The stars you bank open the doors deeper into the island, and you can pull out a chart of the whole place to find your way back to any of it.
  • Build & share. A full in-game level editor with a tile-design studio, and Steam Workshop publishing.
  • Play your way. Keyboard-and-mouse or gamepad everywhere, remappable, with a scheme that adapts on the fly. And since this is a game about telling colors apart: the arcs that warn you change shape as well as color, so you can read them without seeing the difference, and you can turn on a tone that rises as your coat closes on the ground.
  • A dark gallery at night, canvases glowing on the floor, the blob painted to match one of them.
  • A carnival at night with a searchlight beam sweeping across the ground toward the blob.
  • A neon-lit street level where a Tracker hound follows the wet paint trail a blob has dragged behind it.
  • The in-game level editor, with terrain and prop palettes open over a half-built map.

Blend in with the floor

Blotch is in development for Windows, Linux and macOS. The Steam page is up, and for a game this small a wishlist genuinely is the most useful thing you can do for it.