We’ve released a new game in the Ossuary universe: “The Hodge-Podge Transformer.” It’s a demo, a prologue to Ossuary, and a standalone game featuring all-new characters, setting, and puzzles. It will give you a good idea of what Ossuary is like (and let you test it on your computer!) while still not showing everything about the full game.
“The Hodge-Podge Transformer” was an odd project. For a while, I had no idea how to make a demo for Ossuary, and then inspiration struck rather fast and it planned itself out in my head. I’ve been downplaying the spiritual aspects of Ossuary, probably to avoid it being known as “that Discordian game,” but it’s a little bit tempting to claim divine inspiration for this one.
The demo should go up on major Flash portals tomorrow, but for now you can play it at Future Proof Games.
We at Future Proof Games just released a new trailer for our game Ossuary, welcoming you to the place of bones:
You can buy Ossuary at Future Proof Games.
Some games feel inspirational. They do something so different or clever or well-crafted that they make you want to learn from them, to use the same techniques in your own work. Ico and Shadow of the Colossus are big examples: they helped inspire everything from Knytt (still one of my favorites) to, surely, The Legend of Zelda: Twilight Princess. Half-Life did this for the entire medium, to the extent that we are still feeling the meager aftershocks every time we watch a scripted game event while we wait for an NPC to open a door.
Gone Home gives me that itching sensation of inspiration. I want to make a game like this, one that depends on exploration and exacting observation. One that feels calm but also ominous. One that explores themes like love and family, however sentimentally. Unfortunately, the game is singular enough that I have trouble imagining an inspired work that isn’t hopelessly derivative.
Continue reading Inspiration and Gone Home