Pixelsomnia is proud to announce that we have begun work on our third game, What Tyco Saw, scheduled for release in 2016.
You awake in a dream world on a sea of identical ships. Free of guidance or context, you begin to explore this strange new world, moving from ship to ship. In your quest to escape, you begin to discover clues that could answer the existential crisis that has plagued your life.
Whether you are new to the Poorthwart world or a regular reader of the graphic novel, you can now immerse yourself firsthand in Tyco Brahe’s pivotal dream from Poorthwart: The Cataclysm, the first novel in the Poorthwart series. Featuring extensive scenes not present in the novel, the game is a standalone experience that also sets the stage for Poorthwart: The Weep, the second volume in the series.
In the mean time, feel free to check out the graphic novel at Poorthwart.com.
So it has been awhile (ahem…years), but check out our new game: Inside HeadFace. That tells you all you need to know. We did it for the weekend Ludum Dare 32 game jam (huzzah), and it was not the game we started working on originally, but here it is and we hope you enjoy the fortunes it generates. The theme for the jam was ‘An Unconventional Weapon’, and ours is certainly a powerful weapon in the war on sanity.
Apart from the version we did in Unity, Yori did an Oculus Rift version that was quite popular at the jam, and that Mike hopes to try the next time he is in Portland.
The artwork is especially crude here because pressure sensitivity was broken on Mike’s tablet, so the next time we dive into this world, we hope to show some of the more sophisticated things we would like to do with it.
In the mean time, please send feedback to firstname.lastname@example.org. Thanks!
PLAY INSIDE HEADFACE!
Play Game – Blargh Thwart: A Game of Madness
We recently took part in the wonderful Indie Speed Run, in which a team has 48 hours to produce a game from scratch. They give you a theme and an object to include, to ensure you adhere to the spirit of the contest, but otherwise, you are free to go in any direction you like. As it was, Yori had only about 14 hours available to work on the game, and Mike had about the same amount of time. The result is what you see above.
This was our first game together, so our real goal was simply to produce something and get a sense of one another’s working style. Obviously, we learned a lot that we can hone for our next game which – not being time constrained – will be a bit more ambitious. Thanks to the folks at Indie Speed Run for the challenge, and for everyone who gave feedback on our game.
Blargh Thwart, billed as ‘a Game of Madness’, opens to find the player in a first-person walk across a small island floating in an abyss. The island is sparsely populated…a store, a box of dirt and a few strange creatures that say crazy things when you speak with them. In this minimalist environment, the user has but one task: plant a tree.
Want to play? Click the game title at the top of the post.