Crawl
AdventureCrawl puts the player in the role of a mental physician who has entered his patient’s mind in order to deal away with their traumas. Taking inspiration...
A toyish surprise-o-rama without text nor characters, where an object shapeshifts as the player spins it around, revealing the underlying story.
The different objects and their relations create a virtual map, a web in which the player can move around, sole structure of the game. These objects are put in the forefront as both visual elements and narrative devices - they hold the theme and meaning of the game. The symbolism of each item, as well as its place in the sequence of objects, sets the mood and topic: it creates, step by step, conceptual spaces for the player to navigate.
Pol and Armel have been iterating for the last year on the prototype, bringing it to events and getting a lot of positive feedbacks. Early 2016, Pat joined the team to help with production as the game is gearing toward release.
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Crawl puts the player in the role of a mental physician who has entered his patient’s mind in order to deal away with their traumas. Taking inspiration...
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