Cliffside Endings is a small physics sandbox by @Hiiro about two girls, a grassy cliff, and the different outcomes you can cause by moving them around. Grab a character, guide her toward a suspicious spot, or release her with enough momentum to send her flying. The same compact scene can end in the water, above the clouds, or at a tiny box beneath the ledge.
The blonde girl starts walking automatically, so the opening is already in motion. Left alone, she approaches the dark-haired girl; their collision produces a starburst and sends the dark-haired character tumbling. Intervening before that meeting gives you more control over what happens next.
3 Game Screenshots

How to play
| Input | What it does |
|---|---|
| Hold the left mouse button on a girl | Grab that character |
| Move the mouse while holding | Pull her around the scene |
| Release the mouse button | Let go; existing momentum can carry her onward |
| Click Retry? after an ending | Restart the scene for another attempt |
Dragging feels springy rather than perfectly attached to the cursor. A fast movement followed by release can fling a girl much farther than expected, while holding her in place gives her time to catch up. That difference matters when you are aiming for a small target instead of simply throwing someone off the cliff.
Both girls can be moved. Which girl you move also matters: sending each one into the same water produces different ending labels. Experiment with one character at a time, and use Retry when a result has left the scene difficult to read.
Start with controlled experiments
For an early attempt, grab the blonde girl before she reaches the dark-haired one. Lift her clear of the platform, move her across the open sky, then lower her toward the water on the right. Keeping the other girl on the upper ledge makes the resulting Good ending easier to distinguish from a collision-driven fall.
For the lower part of the scene, take the long way around. The grassy overhang blocks a direct downward drag. Move a held character beyond its right edge, lower her beneath it, and then bring her left toward the small black ??? box. During play, maintaining the grab through those turns was more useful than releasing a fast throw and hoping it landed correctly.
Upward throws suit the sky routes better, but they are less precise. Watch which girl you are moving and how much momentum you give her: a throw aimed upward can drift sideways and produce an escape instead.
Ending routes — spoilers
These six labels appeared during play. This is a list of observed outcomes, rather than a claim that the game has a confirmed six-ending completion total.
| Ending label | Observed route |
|---|---|
| Bad Ending | The dark-haired girl falls into the water. This also happened after the opening collision was allowed to play out. |
| Good ending | The blonde girl reaches the water. It was also triggered while the dark-haired girl remained safely on the upper platform. |
| Sky Ending | Lift or fling the dark-haired girl high into the sky above the ledge. |
| escape ending | Send the dark-haired girl beyond the right side of the scene. |
| box ending | Guide the dark-haired girl around the overhang and into the tiny black box below it. |
| Sky ending 2 | Launching the blonde girl high off the top of the screen triggered this label. That run also caused several other ending panels to appear together. |
An ending panel does not always stop everything immediately. Characters can keep moving, and additional outcomes can appear on top of an earlier one. In the second sky run, all six of the labels above accumulated on screen. That makes a crowded stack of panels possible without proving that it is a separate, deliberately named “all endings” route. Retry returns you to a clean attempt.
What makes the experiments interesting
The strongest part is how much changes with the same simple input. Holding a character gently, swinging her quickly, or letting the opening collision happen produces visibly different trajectories. The little box also gives the otherwise open cliff a precise target, rewarding a careful route under the platform.
The loose physics can be frustrating when you want an exact result. A character may rotate, overshoot the cursor, or cross another trigger before reaching the place you intended. Repeated attempts are more productive when you change one thing at a time: the girl you grab, the direction you move, or the moment you release. It is a compact game for discovering reactions through short retries, with the most satisfaction coming from turning an accidental-looking tumble into a deliberate result.
For another character-focused game built around dragging and discovering outcomes, try Sprunki Gray: Lava Endings.











