The 60 Sec­ond Pitch

A bit of ma­chine the­ory, from Paul Hel­man

Games Master - - Indiemaster -

“This is lit­er­ally the first time I’ve had to speak to a real per­son about the game, so god knows! I guess it’s a 2D cin­e­matic plat­form ad­ven­ture.

“I’m con­cen­trat­ing on story and gen­eral at­mos­phere, which isn’t nec­es­sar­ily miss­ing from a lot of mod­ern indie games, but it’s of­ten very much put to the side with more game­play-fo­cused ti­tles. I re­ally wanted more of a bal­ance be­tween the two be­cause I still play a lot of retro games, and I find un­less they have in­cred­i­ble game­play – you know, like Mario – within an hour or two there’s noth­ing to keep me go­ing. So I felt some­thing with a story to help push the game­play along would work well.

“When I sat down to write the story I wrote it with branch­ing paths in mind, and it is very vaguely in­flu­enced by the film Be­ing There star­ring Pe­ter Sell­ers. I wanted to do a sim­i­lar thing to that. I like the idea of this ro­bot be­ing ef­fec­tively a fully-formed adult but with the ex­pe­ri­ence of a child. That naïvete works quite well for the char­ac­ter.”

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