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Kids Bedtime Stories - Human Fall Flat

Human Fall Flat

03/17/21 • 20 min

Kids Bedtime Stories

Human Fall Flat
Snuggle down and cosy up, for tonight you explore the mind-bending world of Human Fall Flat.
You find yourself standing in the grounds of a large mansion, surrounded by tall, fluted columns, partially constructed walls, and a variety of marble statues. In front of you are steps leading to a small landing. As you walk forwards your body feels very strange. It is as if your bones have softened. Although you can control your muscles, your movements are not as precise as usual. You awkwardly climb the steps and try to stay in the middle. In this new form, you don’t want to get too close to the edge and risk falling from the safety of the platforms, suspended in the sky.
At the top you find a pair of silver doors. You push against them, but they do not move. You notice two buttons to the left of the doors. You’re inquisitive, so you raise your hands to press the buttons. You try to press them using your hands, but it’s harder to precisely control your own movements than you think. Finally, you manage to press a button, but nothing happens. You decide to press the other button with the other hand. Again, nothing happens. You try with both hands, but you find it difficult to control both limbs at the same time. You also learn that your hand can stick to the surfaces if you keep it pressed on them. You make a mental note that once one hand is stuck, it is very difficult to manoeuvre the other. With practice and patience, and after a few attempts, you succeed. The doors glide open. You know it will take time for you to be more confident with your movement.
In the next room you are surprised to find a train has crashed through the balcony of the level above and is partially buried in the floor. To the right of the train a pair of doors is blocked by a heavy container on tiny wheels. You remember how your hands stuck to the wall and wonder if you can use the technique to move objects too. Placing both hands on the container you are pleased to find they stick fast, and you are able to drag the container away from the doors. You release the container and push forward through the doors, careful not to touch them and get stuck.
The door leads you to the next part of the level, and you’re looking down on four rows of what appear to be carriages of some sort. These must belong to the train you saw before. They are lower than the level you are on, but the exit doors are on your level, but on the other side of the carriages. You waddle down some steps to examine them in more detail. They are very large and very heavy. You look around to see if there is any other way to climb to the exit but can find nothing. You stop to figure out what to do next. It isn’t going to be easy to get to the other side.
After some thought, you calculate that by moving the carriages along the tracks, you can line them up in order to walk across their roofs and get to the other side.
It takes a lot of effort to move them and you have to keep checking that you are lining them up correctly. Once they are in position, you climb back up the steps and onto the first carriage. It is then you notice the gaps between the carriages are very wide. You decide to see if you can jump. You miss and fall to the ground. Picking yourself up, you try again. This time, as you jump, one of your hands touches the carriage and sticks. For a moment you are hanging from the side. You let go and fall to the ground. This has given you an idea. This time you raise both of your hands above your head and jump. Your hands stick to the top of the carriage and you are able to pull yourself onto the roof. You repeat the process for the next two rows and arrive on the far side. You press the single button and exit the room.
You find yourself staring at a bright yellow crane with a wrecking ball attached. The ball is hanging by a long chain over the centre of a huge break in the floor which is far too wide for you to jump. Without hesitating, you go as fast as you can towards the ball, and with your hands held high, launch yourself into the air. To your relief, you stick to the ball and it begins to swing. By timing the movement of your body precisely, you increase the swing of the ball until you are past the gap in the floor. You release your grip and land safely next to the crane.
At first there appears to be no exit from this room, but you can see an area of wall that looks different from the rest. You can clearly see the blocks and where they are resting on each other. Climbing aboard the crane you find a lever with a red handle. You grab the handle and move it from side to side. The wrecking ball begins to swing. With each movement of the lever the swing increases until the ball is smashing into the wall. It breaks apart easily. You leave the crane and scramble over the rubble to enter the final room.
Ahead of you is a huge windmill. On your left is a wooden crate and directly in front of you is a large gree...

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Human Fall Flat
Snuggle down and cosy up, for tonight you explore the mind-bending world of Human Fall Flat.
You find yourself standing in the grounds of a large mansion, surrounded by tall, fluted columns, partially constructed walls, and a variety of marble statues. In front of you are steps leading to a small landing. As you walk forwards your body feels very strange. It is as if your bones have softened. Although you can control your muscles, your movements are not as precise as usual. You awkwardly climb the steps and try to stay in the middle. In this new form, you don’t want to get too close to the edge and risk falling from the safety of the platforms, suspended in the sky.
At the top you find a pair of silver doors. You push against them, but they do not move. You notice two buttons to the left of the doors. You’re inquisitive, so you raise your hands to press the buttons. You try to press them using your hands, but it’s harder to precisely control your own movements than you think. Finally, you manage to press a button, but nothing happens. You decide to press the other button with the other hand. Again, nothing happens. You try with both hands, but you find it difficult to control both limbs at the same time. You also learn that your hand can stick to the surfaces if you keep it pressed on them. You make a mental note that once one hand is stuck, it is very difficult to manoeuvre the other. With practice and patience, and after a few attempts, you succeed. The doors glide open. You know it will take time for you to be more confident with your movement.
In the next room you are surprised to find a train has crashed through the balcony of the level above and is partially buried in the floor. To the right of the train a pair of doors is blocked by a heavy container on tiny wheels. You remember how your hands stuck to the wall and wonder if you can use the technique to move objects too. Placing both hands on the container you are pleased to find they stick fast, and you are able to drag the container away from the doors. You release the container and push forward through the doors, careful not to touch them and get stuck.
The door leads you to the next part of the level, and you’re looking down on four rows of what appear to be carriages of some sort. These must belong to the train you saw before. They are lower than the level you are on, but the exit doors are on your level, but on the other side of the carriages. You waddle down some steps to examine them in more detail. They are very large and very heavy. You look around to see if there is any other way to climb to the exit but can find nothing. You stop to figure out what to do next. It isn’t going to be easy to get to the other side.
After some thought, you calculate that by moving the carriages along the tracks, you can line them up in order to walk across their roofs and get to the other side.
It takes a lot of effort to move them and you have to keep checking that you are lining them up correctly. Once they are in position, you climb back up the steps and onto the first carriage. It is then you notice the gaps between the carriages are very wide. You decide to see if you can jump. You miss and fall to the ground. Picking yourself up, you try again. This time, as you jump, one of your hands touches the carriage and sticks. For a moment you are hanging from the side. You let go and fall to the ground. This has given you an idea. This time you raise both of your hands above your head and jump. Your hands stick to the top of the carriage and you are able to pull yourself onto the roof. You repeat the process for the next two rows and arrive on the far side. You press the single button and exit the room.
You find yourself staring at a bright yellow crane with a wrecking ball attached. The ball is hanging by a long chain over the centre of a huge break in the floor which is far too wide for you to jump. Without hesitating, you go as fast as you can towards the ball, and with your hands held high, launch yourself into the air. To your relief, you stick to the ball and it begins to swing. By timing the movement of your body precisely, you increase the swing of the ball until you are past the gap in the floor. You release your grip and land safely next to the crane.
At first there appears to be no exit from this room, but you can see an area of wall that looks different from the rest. You can clearly see the blocks and where they are resting on each other. Climbing aboard the crane you find a lever with a red handle. You grab the handle and move it from side to side. The wrecking ball begins to swing. With each movement of the lever the swing increases until the ball is smashing into the wall. It breaks apart easily. You leave the crane and scramble over the rubble to enter the final room.
Ahead of you is a huge windmill. On your left is a wooden crate and directly in front of you is a large gree...

Previous Episode

undefined - Among Us

Among Us

Among Us

Snuggle down and cosy up, for tonight you will walk in the memories of those that came before you in Among Us.

You find yourself in a strange and alien landscape. The terrain is rocky and ragged but not too harsh. The rocks are bold, but broken, as if sliced by the icy wind you can start to feel through your clothes and on the nape of your neck. The sky is darker than you expect it to be, but bright enough for you to know its daytime wherever you may be.
In the distance you can see a jagged mountain range, smothered with snow collapsing off its side, like a badly baked and decorated cake, until the smothering becomes a dusting further down its steep hills. You shiver at the thought of the cold, and the harsh barren landscape. You are cold enough where you are so decide to find shelter hoping your quest will help you realise where you are.

You've walked for a little while now and have been slowly climbing a gentle hill. As you approach the top, you notice an out of place object on the near horizon. It's as large as a small town, but looks abandoned as if it had been placed there in error and then forgotten about.
But you recognise this object. You don't know why, you are drawn to it and you decide to investigate further. It's getting darker in this already darker world, and you decide that some shelter in a strangely familiar place is better than none. You're still not sure where you are, and are unaware of any potential dangers, so you resolve to use caution and to stay alert until you're sure you're safe.

You reach the strange town just as the last of the day's light fades. Although, instead of going darker, the sky turns a different shade, a greenish hue fills the sky and everything is washed in an ethereal emerald. The landscape around you changes dramatically. The snow-topped mountains in the distance now look like cupcakes with glistening green icing, while the rocks around you look more like precious metals than rocks. There is a magic to this light, but the change makes you nervous and you decide to push through an opening you'd spotted a little while back.

As you approach the opening, you notice that the object in fact looks like a crashed spacecraft. Suddenly you remember where you know this place from and recall the little, pink, cat-hat wearing hooded character you played in in this very location - The Skeld! You recall the hundreds of games you engaged in with your friends, your sibling and random others in this very ship. You remember the different areas of the ship well, and the lobby in which you all met in before embarking on the quest to find the Imposter. And you remember being the Imposter, the hiding places, the sabotage and the voting. You loved this game and are keen to take shelter and refuge in a familiar place, comforted by your memories.

As you walk through the darkness, the ship's lights automatically flicker on. You can hear your footsteps echoing in the vast and empty corridors of the ship. You pass a door on your right, but it's locked. You can either turn around and head the other way, or continue forward. You think you know where you are, so you push forward and enter the Cafeteria - a place you know well. You're excited to be in the Cafeteria and you quickly decide to see if you can use the vents, as used by the Imposters in the game. To your delight you can, and you travel through the vents to the Admin room. Here you look around and interact with the puzzle before stepping back out to the corridor. You remember the camera here, where you'd look at the other players from the Security room, trying to figure out who the Imposters were and where they were coming from, but only recall crazy dances. You remember doing a dance yourself, and later being told how funny it looked in the Security room. You smile as you head left and through the Storage room towards the Lower Engine room. You decide it would be wise to go to the Security room to just make sure there is nothing unexpected lurking in the corners of the ship.

You approach the Security room, but you hear something behind you. It sounds like it's coming from the Reactor room. It's a scuttling sound, and you think you can hear a kind of sobbing. You quickly turn around and head towards the sound and are surprised to see a green character stuck in the vents from the Reactor room to the Upper Engine room.
"Hello?" you hear as you walk towards the vent.
"Hello! You found me! Thank you so much. Can you please help me out of this vent? I've been stuck here for days and I don't know where everyone else is."
As you help Green out of the vent, they explain to you how they were the Imposter and had successfully managed to trick everyone on board. They'd all kicked each other out, and the Green had been chuckling the whole time. But something strange had happened. The other characters hadn't respawned, and the green character, lonely, had started to wand...

Next Episode

undefined - Journey

Journey

Suitable for all ages.
Narrated by Lucy Roslyn
Written by Chris Winson-Longley
Dialogue Editor: Ian Abe
Edited and produced by Magdoos Media Limited

© 2021 Magdoos Media Limited - All Right Reserved.

★ Support this podcast on Patreon ★

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