You are a worm with two ends and no plan. Grab, coil, and hurl yourself across fourteen courses that hate you — then invite your friends to a game of tag where the slow get eaten.
In a world where the slow are fed to the birds, the worms developed a secret: Squirm-jitsu. Master Earl still teaches it — to anyone brave enough to be flung by their own two ends.
There is no run button. You swing from one end, snap the other, and learn what a worm can do when it stops asking to be a worm. The training takes grit. The training takes dedication. Whoever masters it first survives the longest.
The surface is bright, beautiful, and full of beaks. A slow worm is a snack. Earl's first lesson is the oldest one: keep moving, little one, and learn to fly without wings.
Coil. Breathe. Hold it. Squirm-jitsu is not learned in a day — it is earned one wobbly climb, one brave swing, one glorious faceplant at a time. The dojo builds new courses for every student.
When you are ready, invite your friends and family to the proving grounds. One of you is IT. The rest of you remember your training. The quick go home proud. The slow get remembered fondly.
Installed, it opens full screen with no address bar — the way a phone game should. No store, no account.
You're playing the installed app already. Earl is proud.