A first-party title · alteration and dress

Alterations

合身

1998, fourth floor of the Overseas Emporium. The store closed three years ago; she kept this room. Twelve orders, fourteen places to put something, forty-eight garments. Take each piece in until it fits, and dress her until she is willing to walk out.

Orders
12
Garments
48
Places
14
Adjustable cut
sleeve, length, collar, flare, waist, leg, heel and more
Materials
6 (cotton / wool / silk / leather / sequin / metal)
Prints
12, in three scales
Dressing rules
24
Records
best grade per order, on this device

This is a dress-up game, but not one where you pile clothes onto a body. The form is wood and has no face — the clothes are the subject. Every order is a specific person and a specific occasion: a former colleague's wedding, an interview for a school caretaker job, a grandmother's eightieth, eight kilometres of cycling each way, a moving day, and finally her own order.

Each order carries three hard requirements you can check off, and target ranges for several measurements you can watch yourself drift away from. Three more she does not state — colour temperature, ease, sharpness — and those live only in her tone of voice. They are revealed after you stamp.

The brass stamp settles the order. The verdict screen never tells you the intended outfit; it lays out the account: what each axis scored, and which pieces pushed it there. Several outfits can earn an S on the same order, because what is judged is a range, not a single answer.

Twelve orders

Each one has a person, a reason, and something in her own words. More can be read in the words than is printed on the slip — that is this game's main trick, and its only trick.

Fourteen places, forty-eight garments

The fourteen places are fixed: base layer, shirt, knit, bottom, dress, coat, belt, shoes, bag, hat, scarf, necklace, earrings, watch. A dress and a bottom are mutually exclusive — you only have one lower half, and that is the single pair the game refuses. Everything else is your call; wear all fourteen if you like, and the verdict will say what it thinks.

Of the forty-eight: 4 shirts, 4 knits, 4 coats, 6 dresses, 4 skirts, 4 pairs of trousers, 5 pairs of shoes, 4 bags, 2 hats, 2 scarves, 2 necklaces, 2 pairs of earrings, 1 watch, 1 belt and 3 base layers. Each carries six numbers (formality, warmth, mobility, presence, sharpness, ease), a year and a material. The verdict is arithmetic on those numbers; nothing is random.

Everything can be altered

Sleeve length, garment length, collar, flare, waistline, leg shape, cuffs, toe shape, heel height, bag type, how a scarf is tied, belt width — two to five adjustable parameters per cut, with two to four options each. What changes is the pattern path itself, not a swapped image.

Colour is unrestricted. Every garment has two or three dyeable regions (body, collar and cuffs, waistband, hardware), and the twenty-four named chips are only a starting point: the wheel and the picker take any colour, and an eyedropper lifts colour straight off the form. Put the cursor on a coat's lapel, click, and the colour comes across. Colour temperature is computed from what you actually dyed, so the verdict moves with it.

Twelve prints (stripe, check, dot, floral, gradient, colour block, piping, embroidery, houndstooth, leopard, tie-dye, plain) in three scales, clipped to the pattern and nudged along the folds.

Six materials, six ways of drawing

Cotton is matte with a soft terminator and a very fine grain. Wool has a fuzzy edge, visible heathering and almost no sheen. Silk carries an anisotropic highlight along the weave that travels with the folds. Leather gets a broad highlight, fine pebbling and a hard rim at every turn. Sequins are discrete glints that shift as the form turns. Metal gets its own high-contrast edging.

Every garment is drawn seven times: contact shadow, base gradient, folds, print, material sheen, rim light, stitching. The light comes from the window at upper left and all six materials share it — which is why the difference between a cotton shirt and a silk one lives entirely in the terminator and the shape of the highlight, exactly as it does in life.

The turntable runs from eighteen degrees left to eighteen right in seven steps; each layer shifts sideways by its depth and the light follows. Stitching only appears above 1.25x zoom — you have to lean in.

Twenty-four rules

The rules do not block you; they give the verdict something to say. A knit over a shirt with collar and cuffs showing, a belt cinched over a thick knit, a scarf and a necklace fighting for the same place, a below-knee coat over a short skirt, two large prints, more than three main colours, leather against silk, twenty years between garments, a wide leg over a pointed toe, a coat buttoned shut over four layers of effort, a cuff showing, one hue in two values, more than nine pieces, a brooch hidden under a closed coat, a sleeveless dress under heavy wool. Each is a plus or a minus, and every one you trip is listed at the end.

Two of them are computed rather than written: layering several thick pieces adds warmth, and the "loudness" of the colour — saturation and lightness together — pushes presence up or down. So what you dye really does change the verdict.

Questions

Is there a right answer?
No. What is judged is a range on each axis, not a fixed outfit. Random sampling turns up dozens to a thousand-plus distinct S-grade outfits per order.
Can the hard requirements trap me?
There are only three per order and all are checkable at a glance (no white, wear a coat, mobility at least 7). Fail one and the order comes back with no penalty, as many times as you like.
How do I know what went wrong?
The verdict lays out each axis: the range she gave, what you scored, how far off, and which pieces pushed it there.
Where are my records kept?
Only in this browser on this device. No account, no server, no cross-device sync; clearing really clears it.
Does it work on a phone?
Yes. On narrow screens the form sits on top and the order and rails below, and the turntable, dye controls and stamp are all finger-sized.
Are there ads?
The page loads Google AdSense, as every game site here does, to cover the domain and hosting. There are no ad slots inside the game itself: no popups, nothing covering the controls.