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Eulogy for the Stillborn Cloudscape

Primordia ate up a huge amount of my time, energy, and passion for two years, but at the end, there it was, our baby!  Unfortunately, the follow-up to Primordiaa project called Cloudscapealso ate up a huge amount of my time, energy, and passion, for almost a year.  At the end, there’s really nothing to show for it.

Originally this was going to be a postmortem, trying to understand what went wrong with our ambitious, beautiful, doomed project, but candidly I don’t see any point in that exercise.  Instead, I want to share with you guys some of what it would have been.

* * *


On Perebor, a world of seething clouds and strange wind-borne creatures, the La civilization flourished and faded, leaving behind mysterious towers to be picked clean by treasure-hunters, archaeologists, and profiteers.  Now, the scavengers’ boom years have passed.  What remains is a decadent world, nominally run by the Amarant Corporation but in fact ruled by a ruthless criminal known as the Headman.  For decades, no starships have passed through this backwater, but an unexpected visitor has suddenly arrived: Dahlia Hein, a messenger from the Interstellar Courier Service, coming to claim a bequest left by a certain “Angelo Nemo.”  The trouble is, no such person seems to exist . . . . 
When people ask about Primordia sequelsand about unanswered questions in the game, such as why the War of the Four Cities began or what happened to the Choir in Civitasmy answer tends to be that Primordia‘s universe only seems big and elaborate.  The peripheral things, however neat they may have sounded, were really just there as ideas not as fully realized content: for example, the War of the Four Cities just represents war for no good reason to no good end; it’s not a particular fictitious geopolitical conflict spawned from social and economic considerations.
With Cloudscape, howeverambitiously imagined as the first game in a trilogyI wanted to build a universe that could actually sustain more than a stage-production scale.  As preparation, I spent years gorging myself on space opera and planetary romances, and I fell particularly in love with the works of the late, great Jack Vance.
To the extent Cloudscape‘s “universe”as opposed to the particular planet on which the game takes placehas a single strongest inspiration, it is the Oikumene of Vance’s The Demon Princes series: a decadent but not depressing faster-than-light human civilization that serves as a fun-house mirror to our present-day virtues, flaws, and foibles.
But I didn’t just want to create a big setting for the game(s): I wanted to have both the big setting and a content that was basically about “ideas” just like Primordia‘s smaller content was.  So there’s this elaborate backstory that sets up a sociopolitical history and fictitious universe for the game, but also operates as a bunch of symbols and allusions.
For example, “Perebor,” the world on which the game was to be set, takes its name from a Russian word that is both a Russian Orthodox funereal bell-striking ritual and a nerd slang term for a problem that lacks an elegant solution.  The planet was colonized by a Russian corporation (Amarant ZAO), although by the start of the game’s timeline, most of the Russians were long since gone from the planet.  (Unlike Primordia, Cloudscape would take place in a “real world future.”)  Russian cultural allusions, from Tchaikovsky’s Snow Maiden (a leitmotif, puzzle solution, and parallel to the game’s story) to prison slang, were woven through the setting.  (Tchaikovsky, of course, was a double allusion, the second one to Loom, one of my favorite games.)  Other cultures flitted around: Jewish, Christian, and Buddhist thought, Saami traditions, Romantic poetry, Conway’s game of life, Gold Rush-era prospecting, analog technology, and so on and so forth.
Thematically, the game was about the breakdown of families, death rites and rebirth, and captivity.  Crows were integralin the imagery, in the themes, and in Pereborian culture (they served as a primary meal item, sometimes passed off as “black squab”; another key staple was “small mutton,” the euphemistic term for rat).
As with Primordia, I spent an inordinate amount of time on language and wordplay.  I agonized over nameslike Moeder Veer (actually, Vic’s inspired adaptation of my “Mother Feather”), the cult leader; Anton Walzer, the Headman’s brutal enforcer; Jules Barba, a fossicker who served as an informant for the Amarant Security Office.  Sometimes I tried to create a kind of echo in different names.  
Perebor:
 Teratorn:
Terebinth:
One of the things I’m proudest about regarding the design is the way in which image, idea, and setting were fitted together, such that we could have an awesome creature like the teratorn or a tortured tree like the terebinth actually make sense as organic elements of Perebor, rather than just part of a quilt of striking but unrelated elements.
Because one of the important charactersan “off-screen” character, since he’s long-dead by the time the game starts—was a Pereborian poet, I found myself dusting off the old Primer playbook and writing a variety of poem-based puzzles.  One of the more clever ones IMHO (I’ll avoid spoiling the puzzle) worked off of this poem:
The Sum of Man
The seven sins are all man’s worth,
a fitting match to seas of earth,
the churning, teeming devil’s brew
from which evolved those sinning two,
whose lust ten generations bore
until the One could take no more.
He rent the firmament asunder,
sending forty days of thunder
to drown his murd’ring, grasping brood,
who, still abiding, grew more shrewd
and so connived fourscore more arks
to spray their seed across the dark.
A thousand worlds were claimed by man,
new bowers where he’d breed his clan,
and thus a star-crossed race would sire,
unsmiteable by flood or fire.
Setting aside the poem’s dubious merits as a work of art, it did manage to cram in some of the game’s background lore (namely, the project of seeding different worlds with humans) and a puzzle, so there’s that. Plus, a shout out to Days of Thunder?  That’s worth something, right?
I wanted to retain the eccentricity that we had in Primordiaeven build upon itwhile still having the characters come across as human.  Primordia‘s robots provided a good excuse for monomania; it’s a bit harder with real people.  Still, I was pleased with the roster of knights errant, mad poets, rusting AIs, bumbling tycoons, plucky urchins, longsuffering priests, gas-choked miners, touring freaks, and the like.  With Vic at the wheel and Cory Webster riding shotgun, our designs were great.
Perebor, like the world of Primordia, is a dying world: in fact, it’s dying for the second time.  Humans are scavenging the planet, but they’ve held on too long and are being pulled under by the very corpse they’re clutching.  That message was sometimes delivered by the game with a light touch, but sometimes (as in the case of the slaughter of Perebor’s “whales”), with a heavier hand. 
The graphical quality we could hit arose from a few things (aside from Vic’s genius): a built-from-scratch engine by coder Steve Poulton; additional concept work from Cory Webster, and fantastic sprite work from Ben Chandler.  (Below, Dahlia Hein, the game’s protagonist.)

It all actually came together in a working, high-res build with ambient sound, music, dialogue built using our new editor, and so on.  (I’ll save the screenshot for a later post.)

So, what happened?

There’s no great explanation.  It was a very ambitious project that could succeed only with all of us pulling together in the traces, and that never seemed to happen.  For the months we spent on it, most of what I have is hundreds of pages of design, ten thousand emails, a few dozen pictures, a lot of music, and a few invoices.  Ultimately, several different things coincided in Vic’s life to create additional challenges, and for a three-month span, I didn’t hear from him at all.  (I hear from him occasionally now; he’s mostly doing murals.)

The truth is, independent game making is a tricky thing under the best of circumstances.  We probably would’ve been wiser to aim smallerperhaps with that sequel to Primordia I always refuse to contemplate.  But I hope that someday I’ll be able to dust off what I did on Cloudscape and make something of it.  If not our beautiful, ambitious adventure game, perhaps at least some kind of a sourcebook for other people to pick over.

The Storm

I dreamed a new behemoth,
of wing and eye and claw,
a creature wreathed in seething
mist
that poured out from its maw.
The thing I dreamed regarded me
with sneering awful mirth,
as I in youth once viewed alike
my fellow sons of Earth.
In fear I tried to rouse myself,
to flee its burning gaze.
Yet then I knew I was awake,
and stared at naught but haze.
The vision was an eidolon,
a pipe dream, nothing more.
But the pipe is just a boatman,
and the night has awful shores.
 * * *

 
Anyway, all is not lost: as it happens, the despair left by
Cloudscape
‘s untimely death eventually turned into a surge of energy propelling me to my next project, which I hope to announce very soon.

Lesson for the Next Primordium

So, with Primordia basically at the point where there’s nothing more that coding tweaks can improve, and with me now having a long separation between making it and playing it, I feel like I’ve come to understand some of the game’s flaws a bit better.  Here’s some of what I’ve learned that would probably have led me to do things different if I were making it now (and I’m not talking about things like recasting voice actors or having a different plot or whatever).
 
(1) Playable space includes “breadth” and “depth” and even if content = breadth * depth, the two variables aren’t really fungible.  Amazingly, I recently learned that per HowLongToBeat.com, Primordia’s average playing time is about the same or slightly longer than that of Monkey Island, Quest for Glory, King’s Quest V or VI, or Sam & Max Hit the Road.  All of them come in from 5 to 6 hours; Loom comes in at 3 hours and The Legend of Kyrandia at 4 hours!  (Now, these data sets are fairly small, and there is possible distortion because perhaps players today already know how to beat those games, etc., etc.) 
 
If you’d asked me, though, I would’ve said that those games were much larger than Primordia, and they certainly are in “physical space.”  Unlike Primordia, they are full of empty rooms; if not entirely empty, puzzle-less rooms; if not puzzle-less, well certainly rooms that don’t have NPCs or complex UIs in them.  By contrast, almost every room in Primordia contains: (1) an NPC; (2) a unique UI; (3) an inventory puzzle; and (4) a half dozen “flavor” hotspots, each with unique quips depending on what you use on the hotspot.
 
While it might seem that the rationale behind our approach with Primordia was economy (i.e., get more bang for your artistic buck in making rooms), that wasn’t really it at all.  (Indeed, while making a room takes some time, Vic probably could’ve done a room every 10 days once he’d hit his stride.  At 27 months’ development time, that would’ve been on the order of 90 rooms rather than the 40 or so that we had.)  Instead, I had this idea that the more layers there were to an area, the more you could engage with it, the more meaningful it would be.  And cutting down the number of rooms meant much less backtracking, something I’ve always hated in adventure games.
 
And yet . . .
 
I’ve read a lot of books in my life, and probably something like half of them have been fantasy or science fiction novels.  My favorite part is always the first book, where you’re introduced to a new setting and the world is built up around you.  In fact, when people ask whether I’d do a sequel to Primordia, I always say no, I’d want to make something new.
 
When a player enters a new area there’s that same feeling of freshness; when he enters a new area by virtue of accomplishing some goal, he feels a sense of progress.  Years of warfare, exploration, and hero journeys have inextricably linked geographic movement with advancement toward a goal.  In Primordia, though, there’s very little of that.  Despite the fact that you move from the Dunes to Metropol — despite the fact that a locked door is around every corner (see below) — Horatio is actually almost never moving geographically toward a goal.  He circles, and at each stop digs.  Eventually, the digging proves futile and he moves on.
 
Some of this is deliberate and couldn’t be changed with totally revamping Primordia.  But some of it could’ve been addressed by adding in a half dozen more “spacing” rooms akin to the cul-de-sac with the sad robot or even the two rooms leading to the Factor overlook.
 
It also may explain some of the problems people had with the “last third” of the game.  In my mind, the game always had three acts and a coda.  One major theme of the game is whether it is truly possible for Horatio to escape the legacy of being a war machine.  In each of the three acts Horatio tries to recover his power core in a way that drifts ever closer to his old self.  In Act 1 (the Dunes), he tries to build a new power core: this is the “good” solution.  In Act 2 (Metropol up until learning Arbiter is dead), he seeks legal assistance to resolve the dispute, which is neither creative nor idependent: this is the “neutral” solution.  In Act 3 (from Clarity joining to Clarity dying), he seeks to recover the power core by force.  In the coda, he largely seeks revenge for its own sake.  (“This isn’t just about the power core any more, is it, boss?”)
 

I always figured that reviewers treated the three acts as the Dunes, Metropol up until Clarity’s death, and then the “coda,” which would explain why the “last third” felt small.  But replaying the game, I realized that wherever you slice the last third, there’s almost no “space” added to the game: from learning Arbiter is dead until the credits, the game at most adds ten rooms, several of which are tiny: (1) the small area above the Factor overlook (tiny); (2) the overlook itself; (3) the lobby of the Council Tower; (4) the elevator (tiny); (5) the Council Chambers; (6) the emergency elevator area (tiny); (7) the roof; (8) the Calliope Station “hallway”; (9) the sealed doorway (tiny); and (10) MetroMind’s lair. 

By contrast, the Dunes contains 15 rooms: seven rooms in just the UNNIIC, plus another eight scattered among the other locations (the junkpile, the shrine, the dome and its interior, Goliath’s exterior, throat, brain, and stomach).  From entering Metropol until finding Arbiter, there are 13: (1) the tracks; (2) the station interior; (3) the station exterior; (4) main street; (5) the tower exterior; (6) the crash site; (7) the courthouse exterior (which also has a close-up), (8) the cul-de-sac (tiny); (9) the courthouse interior (which also has a close-up); (10) the underworks; (11) the drawbridge; (12) Clarity’s island; (13) the pathway leading to Factor.

If you count in terms of “new areas” rather than “new rooms,” the division is even more stark.  There are five areas in the Dunes: the UNNIIC; the junkpile; Goliath; the shrine; the and the dome.  There are five areas in “Act 2” Metropol: the train station; main street; the courthouse; the Underworks, and that doesn’t include some interstitial space.  But in “Act 3,” there are only three areas: Factor’s area, the Council Tower, and “Calliope Station.”

While I don’t think it’s necessarily a bad idea to have the final act more geographically confined than the prior ones, I do think that Primordia was a bit unbalanced in this regard.  And, in general, I think the game would’ve been better with more space.

(2) Design rooms with an eye to how they will function.  My biggest — really, only — regret with how Vic did the game’s graphics is that he concerned himself almost exclusively with each room’s painterly aesthetic without real regard to how the room would function for players.  This led to some incurable problems.

Most people complain about the hard-to-find hotspots, but (generally speaking) I think that problem is overstated.  The larger problems are more basic: many of the rooms use wonky perspective that makes the sprites look ridiculous.  First, there are things like the rooms of the UNNIIC, where the doors are like funhouse absurdities half the size of Horatio.  Next, there are character sprites that never match the room’s scaling.  If you play the game in DDraw mode (i.e., without the mixed-resolution scaling that D3D provides), you’ll see that — for example — the repairbot at the crash site and Leopold look horrible because even though they never move, the sprites aren’t scaled to match the room.  Very few of the rooms have the principal action taking place at a point where Horatio and Crispin are scaled to 100%; they’re often shrunken or bloated.

Another basic problem is that AGS does not have very good pathfinding, and the rooms — as a consequence of their irregular scaling and circular forms — cannot be easily handled by AGS.  Horatio’s awkward walking animation is actually not primarily an “animation” problem (in the sense of bad frames); it’s an engine problem because the game is stumped by how to play those frames.  Even over short distances, the characters stutter and get lost, and in large areas, like the Underworks, they sometimes break down entirely.

(3) Prioritize the things that matter most.  Here are some things that we spent a huge amount of time on: Crispin’s hint system including an automatic hint system for when you are stuck that I doubt any player ever saw; dozens of frames of animation for when Scraper’s arm melts the doorway to MetroMind’s lair; composing two competing soundtracks for the game.  Here are some of the things we did not spend very much time on: a final dialogue-check to ensure consistency for names (“Armstrong” vs. “Waldo”) and genders (Memorious, the greeter); animating the climactic Scraper vs. Clarity battle (the gun close-up used there was actually moved from the Clarity vs. shells scene!); making sure line readings of critical lines were done properly.

That is really bad prioritizing.  Throughout the project, each of us let ourselves go on Ahab-like missions without focusing on our large goals.  We had the luxury of a long development cycle, but even then we rushed enormously at the end.

(4) Don’t stand on principle in the face of testers’ actual experience of the game.  In various places, I insisted that even though the testers were all getting stuck in silly ways, it was important that players be taught to play games properly rather than be mollycoddled.  For example, the game treated differently using the plasma torch on the cable and using the cable on the plasma torch.  As well it should!  As anyone who does anything with any tool knows, using a tool on an object is not the same as using that object on a tool: using paper on a pencil might mean wrapping the pencil up, while using a pencil on paper is how you write.  Same with hammers and nails, and so on.  Many testers protested; I ignored their protests.

Then I watched Let’s Plays of the game, and invariably players got stuck there.  Indeed, the Giant Bomb Let’s Play — the most watched one, I believe — was completely derailed as a consequence, squandering an important opportunity for us to bring in new customers.

I’m not saying that everything should be homogenized by focus testing.  But derailing players simply to try to impose some logic on the way the game parsed objection interactions which had no gameplay consequence other than derailing players is bad design.

* * *

Anyway, I’m sure there are a million other lessons, but I’m out of steam, and those are the big ones!

The Best of All Possible Primordia

James and I are nearing the end of work on the latest — hopefully last — Primordia patch.  I can’t say that the next version will be perfect, or “the game as it was always meant to be.”  For one thing, we can’t record new VO, add new sound effects, or add new graphics.  Where something was missing, we’ve sometimes found another part to slide into place — a sound effect here, an animation there — but some issues are irreparable.

But I can say that when this patch is done, the game will be appreciably better.

It’s been over a year since I last played the game, maybe longer.  I went in assuming I would hate the game and find the experience horribly unpleasant, but in fact I’ve been pleasantly surprised.  Many small details were unexpected: conversations between Crispin and Horatio that I’d forgotten, ways in which I’d anticipated player actions (e.g., using the printout of Metropol’s laws on Scraper draws a custom response).  Things that I remembered being really bad weren’t so bad.

Moreover, things that *were* so bad — for example, the Scraper vs. Clarity cutscene, which had no audio at all — turned out to be fixable.  For example, I also discovered what I believe to be the source of one of the major criticism of the game (i.e., the Crispin is a “tonal wrecking ball”).  I had always written that off as reviewers not really understanding the character and the scenario, but I found that there is a scene — when Clarity learns the fate of Arbiter and Charity — where Crispin’s quips are totally inconsistent with his general behavior (namely, that he has been more sensitive to Clarity’s dismay than Horatio was) and really do kill the scene’s mood.  Fortunately, they’re so off-the-wall and out-of-the-blue that neither Horatio nor Clarity reacts to them, so we were able to just cut them out without needing to change any other dialogue.  (FWIW, I also cut the infamous “99 problems” line.)

In hundreds of little ways, the game is tighter and smoother.  The hint system seems finally to really work.  Crispin almost always faces the right direction when talking.  UIs are more keyboard friendly; hotspots are a little bigger, sometimes, exits are a little clearer, the scrolling rooms scroll a little better.  A couple dozens animations that lacked accompanying sound effects have them; the effect is slight — no one is going to say, “Wow, there’s now a clanging sound when Horatio knocks on that door!” — but some of the strange hollowness that the cutscenes had is gone.

The cumulative effect is a game where — compared to either the release version or the first patched version — the flaws distract much less from the strengths.  There are endless things about the game that are still screwed up, ranging from slurred dialogue, critical lines that somehow went unrecorded, scaling problems, pathfinding problems, etc.   But it’s easier to look beyond them.

In a separate post, I’ll be discussing a few thoughts I have on how the game could’ve been better, now that I’ve seen it from a more distant perspective.

Translating Primordia

Out of the blue, a French Primordia fan contacted me about translating the game.  I’ve long thought that — notwithstanding the Russian translation — it would be very hard as a linguistic matter (technical challenges aside) to translate the game.  In particular, I’d always imagined it would be hard to handle things like Crispin’s puns or the word-puzzles in the kiosk.

Those may be hard themselves, but what we’re discovering (that is, the translator and I) is that there are ample challenges in the simplest of language.  Take, for example, “power.”  In English, power can mean energy (e.g., “power lines”), force (e.g., “a powerful blow” or “brain power”), or political authority (e.g., “come to power”).  The script uses these multiple definitions in various ways.  For example, Horatio says to Metromind: “Power, Metromind.  It doesn’t just come from generators.”  Horatio using a double entendre here: he’s talking about how MetroMind has conflated force/political authority with her monopoly on energy, while illustrating that his force — which derives from another source (avoid spoilers, somewhat) — is in fact greater.

But in French, these concepts are distinct.  Electrical power is “énergie”; force is “puissance”; political authority is “pouvoir.”  The greater precision here means that we can’t play with the word’s multiple meanings; we have to pick one.  Now, much to my delight, the translator is as much a word-nerd as I am, and so he’s come up with a clever approach: “La capacité, MetroMind. Elle ne se résume pas à une question de générateurs.”  This toys with the double meaning of “capacité,” which, like its English cognate, can encompass both the capacitance in a circuit and the ability to do something generally.  In this case, more than a little poetry was gained in the translation — but we still lose the echo of “power” that begins the game: the power core.  (Indeed, in a fevered moment of poor judgment, I thought the game could be called “Pursuit of Power”!)

“Power” is not the only challenge.  “Built” and how to form the fabrinymic -built has proven tricky to.  But it’s fun to work on these challenges, and the care the translator is employing gives me great confidence!

Incidentally, in a final point that makes me particularly happy, he works on the Paris Metro system.  That system was a partial inspiration for MetroMind.  When I was visiting Paris years ago, the city had just enacted automated subway cars to thwart the ever-striking subway drivers’ (conductors’?) union.  That seed eventually sprouted into MetroMind.

Primordia Fan Art

A random piece of Primordia fan art has trickled in:

Last Hurrah on Primordia

James Spanos (the coder) and I are working up one last patch on Primordia to try to fix any lingering issues.  We think we’ve solved the ending / achievement related ones (Three Musketeers / We’re All In This Together / robots not showing up) and we’ve added sound effects into the showdown in the tower where sounds were missing (vague to avoid spoilers).  Is there anything else we should be aware of?  This is probably the last time we’ll tinker with it.

Giving Away Random Game Keys

Over the past few years, I’ve assembled a modest number of Steam, GOG, and Desura keys that I’m never going to use.  Basically, when games go on sale, if they’re games that I really liked, or are simply super cheap, I’ll pick up copies, and then give them away to friends or, occasionally, to unsatisfied purchasers of Primordia.  Also, I’ve backed a number of Kickstarter projects that have by now come to fruition, but which I’ll never have time to play. 
 
Anyway, I wanted to find a way to give copies out in a fair way to people who played Primordia or otherwise have supported Wormwood Studios.  But after much agonizing and deliberation, I couldn’t find an easy way to do it: running even a basic giveaway would take time I don’t have, and my various means of trying to screen out bots/duplicates seemed like a pain to everyone involved. 
 
So, alas, what I’m going to do is just post the keys at irregular intervals on our Twitter feed @WWSGames.  This is perhaps the most inequitable way to distribute something, since one compulsive fast typist may get them all, but it’s the easiest way to do this, and at least I’ll be releasing the games “to the wild” rather than keeping them penned up in a text file.

Three Pieces of Primordia Fan Art

Three fun pieces of fan art:

(1) A reimagining of the ending song to Portal 2, as sung by MetroMind, composed and performed by a commenter to this very blog!  Though I may be biased given that I created MetroMind and loved the Portal 2 song, I found it quite clever.

(2) A poem about Primer, by the incomparable Esther CdL. At some point, Vic and I will put some proper graphic design together for it, but even standing on its own, it’s awesome.

Lord and Master Builder, Man all-wise,
Engineer of all on land and air,
Our five-one-eight to thee alone doth rise:
    Abort us ne’er!

Perfect machine, giver primordial
Of memory, of logic, and of spark,
Look down; see thy fragmented children fall,
    Failing, in the dark.

Behold how rust and virus do devour
Urbani’s finest fighters; how each bot
In city streets doth faint for lack of pow’r;
    Ignore us not!

Lord, Primary Master, format us anew,
That we, thy humble servitors, may live
Ever faithful to thy Code most true;
    Retry, forgive!

Esther explained to me that this is an patterned after an ancient form of Hebrew acrostic poetry.  How anyone could (1) adhere to these formal rules, (2) build in so much Primordia lore and jargon, and (3) actually make it sound poetic, I don’t know, but she managed it!


(3) A sketch of Horatio, Crispin, and the fateful power core, by Sed.

Wormwood Studios Social Media

As is no doubt apparent, we’ve been quite slow to establish a solid company web presence.  During Primordia’s launch, Wadjet Eye Games was the hub for the game — website, Facebook, Twitter.  The team actively participated on message boards and answered emails and so forth, but we didn’t have our own headquarters.

As we’re moving toward our next big project, though, we’ve been trying to change that.  As the links to the right indicate, we have had (for some time) a Facebook page.  We recently set up this website.  (At some point, we’ll move to something snazzier than Blogger.)  And, just today, we set up a Twitter account @WWSGames.  (Someone appears to be cybersquatting on @WormwoodStudios; we are trying to get Twitter to free up the account, which is suspended, though who knows how successful we’ll be?)

Anyway, I’m not sure how much we’ll be Tweeting in the short term, but over time we hope to use it as a way to keep in touch with our fans.  So if Twitter is your thing, and you’ve bothered coming here, you may as well follow us over there as well!

Indie Speed Run Games

Last month, as part of the 2013 Indie Speed Run competition, we made two small games.

The first, Like a Raisin in the Sun, is essentially a mood piece — it’s not really a game so much as short work of fiction about a robot who would like to bake a cupcake.  You interact with the game by pursuing various strands of the story to various conclusions. It’s quite short, and any given play through shouldn’t take more than a few minutes.

The second, Salt, is a traditional, albeit small, point-and-click adventure about the aftermath of a shipwreck in the Antarctic, loosely based on the doomed Franklin expedition.  It’s a somewhat longer experience, but — unlike Raisin — it’s only good for one play-through.

We’re in the process of polishing both games.  The polishing is basically done with Raisin; it just needs to be recompiled and uploaded.  The changes are minor and perhaps unnoticeable (conforming some text to voice over and fixing a possible looping path).  With Salt, we’re adding voice over and “feelies,” improving the animations slightly, fixing typos and some small glitches, etc.  Thus, while both games are currently playable, you may want to hold of playing Salt — though, of course, we wouldn’t mind you playing and rating the games for the competition!