Walking through the world of Proteus is strange at first — and that’s largely because walking is all you can really do. The ambient exploration game puts you on a procedurally-generated island with no goals or information of any kind. You wander around, taking in your surroundings from a first-person perspective, in a world that looks like a colorful take on Doom rendered through MS Paint. Your movement is the only way to interact with the world — well, you can sit down, but that’s it.

It may sound boring, as these kinds of games so often do, but Proteus is a surprisingly enjoyable way to spend an hour, and that’s mainly due to the music. Trekking across the island will cue different sounds — from the soft tinkling of rainfall to the excited hops of pixelated rabbits — but unlike more obvious music-focused games like, say, Wave Trip, you can’t use Proteusto craft an inventive new song; it’s much more passive than that. “We didn’t want to make a literal musical instrument,” says Ed Key, who developed the game alongside composer David Kanaga. “It’s more about the world as a piece of music that you can go through and explore in different ways.”