Feltfoot
Sew a felt creature badly, cut the thread, and watch how it walks.
How to Play Feltfoot
- One part waits under the workbench — a leg, an ear, a tail, an eye. Tap the body where you want it and it gets sewn on there.
- Nothing is placed wrong. Legs on the side, both eyes in one spot, a tail on the forehead: all of it is allowed and all of it changes what happens next.
- When the tray runs out the thread is snipped automatically, or hit Snip whenever you like.
- Your creature stands up and walks. Uneven legs limp, side-mounted legs scuttle, no legs at all just topples over. Keep it and it goes on the shelf.
Controls
| Keyboard | None. Click the body to sew the next part on. |
|---|---|
| Touch | Tap the body to sew on whatever the tray offers. |
Tips
- Legs low and wide make a steady walker. Legs high on the body make it lurch, which is funnier.
- A long tail acts as a counterweight and genuinely changes the gait — it is the one part that is loose rather than stiff.
- Putting both eyes on one side is not a mistake. Nothing about the face affects the walk, so the face is purely where your creature gets its personality.
About Feltfoot
Sew legs, ears and eyes onto a felt body wherever you like. Snip the thread and it stands up and walks — and how it walks comes from how you built it. It runs directly in your browser with no download or sign-up, on desktop and mobile alike.
Design notes: how Feltfoot was built
The bet in this game is that the result should be a movement rather than a picture. Every no-failure toy that has spread widely gives the player something to show someone — a cat photo, an absurd word combination, a shared grid of squares — and the space for pictures is thoroughly occupied. A walk is not: nobody else's creature moves like yours, and it needs no explanation to be funny.
The body is three particles in a triangle, not one. A single particle has no orientation, so it cannot tilt or topple, and if it cannot tilt then uneven legs make no difference to anything — the whole premise disappears. Three particles give a local frame, every part attaches at fixed coordinates in that frame, and torque from a heavy tail or a badly placed leg travels into the body the way it should.
The walk was originally fully physical: plant the stance foot, push the body forward, let the constraints sort it out. Stiffening the legs enough to stop them folding turned that push into a launch and threw creatures off the screen with their limbs knotted. What works is a hybrid — the body is pulled gently toward a target point and height while the legs stay genuinely physical. The limp survives, because a creature whose legs cannot reach the target height spends every step failing to get there.
More of these in the dev notes.
Frequently Asked Questions
Can I build it wrong?
There is no wrong build. Every arrangement produces a creature that does something, and the arrangements that look like mistakes generally produce the funniest walks. That is the entire design.
Why does my creature walk differently from the one before?
The walk is simulated from the parts you actually sewed on — their length, their weight and where they attach. Nothing about the gait is pre-animated or random, so two creatures built differently can never move the same way.
What happens if I do not give it legs?
It falls over and rolls about. That is a legitimate outcome and it is saved to the shelf like any other creature; there is no failure state anywhere in this game.
Are my creatures saved?
The last twelve are kept in your browser's local storage on that device. Only the build is stored, not the motion — the walk is re-simulated from the build each time you tap one on the shelf, so it always moves the way that creature moves.
Can I share one?
Tap the creature while it is walking to get a card with its name on it, which you can save or share. The card is a still image; the walk is the part you have to show someone in person.
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