Towlr are playable. They are combinations of numbers and shapes, changing sometimes, sometimes not. You can solve them, and if you solved one, you might want to solve another one, too.
They provide minimalistic puzzle design and strip computer gaming down to the core, where it almost coincides with computer programming. Solve that. As you play a towlr, the borders between overcoming programming obstacles and overcoming programmed obstacles start to fade. There is some kind of underlying language, but you have to figure out its rules by yourself.
Towlr designers like to see them as all-round audiovisual experiences. Frustrating ones on top of that. A digital bath in a pool of retro-styled tears.