A night of sleep, in three parts.

You pick a colour before you have seen a title. Then you go to bed.

11:20 PM — COUNTING SHEEP AND FALLING ASLEEP. Numbered sheep clatter down through a peg field into two buckets on a shepherd's yoke, and the sign on his chest is an arithmetic operator. A sheep with a 4 on it is four sheep. Catch a pair that makes the number on the fence, walk it over, throw it in. Order matters on the minus and the divide, and you will catch them the wrong way round — that is what the swap button is for.

2:45 AM — RUNNING IN SAND. The anxiety dream. One button, and it is a stride rather than a flap. Mashing does not work: panic and you flail and go backwards. nd finding it feels like finally getting your legs under you. Alarm clocks fall out of the sky the whole way across.

4:55 AM — THE MAZE. The nightmare. You get o it is dark, and the map only exists whereyou have already been. Something is in there with you, running at 0.85 of your speed — so nothing catches you except a wrong turn.

Then you wake up . . . You'll have to play to see what happens then. 

Nothing can be lost. There is no fail state anywhere in this game. The sheep flop back over the fence, the sand buries you and hands you back, the maze starts a screen over. Time is the only thing it ever costs — and at the end it tells you exactly what it cost, minigame by minigame.

Two colours, and that is the jam's rule. Made in a week for B1T Jam 5 — theme: Sleep.

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Amazing!