CRYSTAL MOON — fps
level 0
law —
wavelength · clock · lens —
crystal amplitude —
moon —
THE LAWS OF THIS LEVEL
lens (light follows density)
clock (dense crystal runs slow)
fineness (wavelength)
surface
time speed
render scale
YOUR FACE off
picture → crystal
picture → light (sky, glass)
picture → bent space
motion → new crystal
W A S D fly · R F up/down · Q E roll · shift fast
mouse look (click to capture, Esc to release) · click seed
M face the moon · V camera · H hide · fly into the moon to go deeper

Crystal Moon

A Mexican-hat field condenses into crystal. Where the crystal is dense its clock runs slow, and light bends toward it.

The moon is a sphere inversion. Inside it, the infinite world beyond is turned inside out, and its horizon becomes the moon's glowing core. Fly in, and the world inside becomes the world outside.

Where you fly, you leave a wake, and crystal grows in it.

Give it your camera and you become the light of this world: your picture is the sky, every crystal is glass that bends and mirrors it, and where you move, new crystal is born.