ardorugus

LD 40

Do advertisements dream of human consciousness?

It was our first jam at LD. Intense, deeply inspiring.

We managed to make a cyberpunk runner in the world where those nasty targeted advertisements are literally loaded to people’s heads.

Since it’s the final celebration of this great event, you, who haven’t tried our game AD-LIB: the Glitch Society, come on! Feel what it is to be the Creative of a small advertising agency in the world fully consumed by brain-eating monopolies.

A hint. The narrative part matters. Don’t just erratically close the pop-ups. There’s more story behind this atmospheric walk’n’clicker with electric dreaming touch.

relaxemscreen/emoff4.jpg

Do play and rate us more, especially if you like it!

Unnamed yet team with a glitch, KiRa937 & [ardorugus]

Do game designers dream of AAA visuals?

This jam we were like, hell, it’s less than three days and we can’t draw anything better than a match-like dude runs wickedness. Something like this: (a painting of a match-like dude runs wickedness)

wickedness.jpg

So, we stuck to our best. Gameplay, sound, narrative.

And advertisements. I was writing some back in the days before finally dropping that 99 francs act for GameDev.

Aye, we’re searching for the artist. But that doesn’t mean we can’t do memorable stuff on our own. This is AD-LIB: the Glitch Society for you, the game where ads are worst worth watching. With music and the mood inspired by movies like They Live, Johnny Mnemonic and Blade Runner.

A hint. There’s a poem in one of the ads! See?

vir2_4.jpg

So, if you’re an artist, and you like the way we think, please, write us.

Do play and rate the AD-LIB more!

Unnamed yet team with a glitch but well-handled itch, KiRa937 & [ardorugus]

Do mores get worse?

It’s not about the ratings!

We just want the 3d post to be final.

Thank you, everyone, for enjoying and commenting on our game AD-LIB – the Glitch Society. And if you’re not already glitched, have more of this think-or-click runner placed in dystopian future, where people are willingly banged in their brains with targeted for their ~~mis~~fortunes advertisements.

A hint. Hah, nope, just an ad to end with.

peeempool/emad1_4.jpg

Unnamed yet team with a glitch but well-handled itch, were-virgins of the Ludum Dare with no turning back and bound to be the gamedev bitches, KiRa937 & [ardorugus]

P.S. Run More Ads Please Not <-- Feel free to listen to AD-LIB theme anytime and any-mood you like!

Ludum Dare 48

We are Seven

And we're deep in...

https://ldjam.com/events/ludum-dare/48/7-deeps

7emdeeps/emcover.jpg

It's published.

Weird narrative.

Art-house-like deepery.

Some glitchy art.

Deep beats, shamanic tune.

The cover is hand-painted, coffee.

Our first jam as an artist and a narrative designer/writer.

No coding.

Raw.

But even raw we get it cooking at ARDSKAPE.

And aye, go deeper.

Do children dream of being fishes which could fly? [ardskape_devkitchen_log_1]

Hey there! We’re ARDSKAPE.

Two artists with no coding skills, but deep ambitions and insightful writing.

This was our first LD JAM. No preparations at all, just a total dive in (however, at some point the theme felt quite predicted).

We’re here to share our process and tell a bit more about the story behind our entry, the 7 DEEPS game.

Do try to get it, at least click through, be our Player.

https://ldjam.com/events/ludum-dare/48/7-deeps

2emoctotree/emall.jpg

So, it’s Day_1 of our Ludum Dare banging. I woke up early, 30 mins before the theme’s announced. Mentally I was prepared for the jam, had a go at LD40 as a narrative designer, photoshop-er and composer. But since it’s been a long time I manned Unity deep, wet and nasty, a shiver down my spine was born as if for the first time.

We are two newly designed developers with vast background in gaming and analysis, some gamedev courses and fine practice, who decided to transform their skills in art, music and writing into interactive visual experiences (mind scrying, as we call it).

There’s an active project in development, and we encourage you to watch the teaser.

https://youtu.be/-fwsbEM1zYw

However, it’s another story...

So, I researched different engines and visual programming software and almost had a go at Game Maker, when found out about Fungus (tried Playmaker before). This is when I realised, here, Unity, come once again.

The theme’s announced. I scribble some ideas. It’s just paper and Trello for now (to manage the tasks). Personally, I prefer Nuclino for writing scripts and lore, but not this time, no time for a bestseller.

A few hours later we brainstorm with my partner, Ra Storm, a talented painter, who’s getting into digital now, too. She’s quite a singer and a storyteller, also, but I’ll save it for later.

Since I spent many years working in advertising, brainstorming is fast and harsh, we’re crossing out ideas and getting loaded with visual references that may get our mind boiling into the right direction.

This is when the idea of “getting deeper” may actually become the quest of saving some lost souls through analyzing that eventually you’d have to sacrifice yourself to save them all; but only being able to come to peace with that would actually save not just them all, but yourself. Otherwise, well, different endings, loops, fish count, circumstances.

Basically, I could see the whole picture already, but we haven’t got time or enough skills, yet. So, we stuck to our best: music/sfx, visuals/art, lore. There’s plenty of lore behind our jam game. Which is why it has to be further developed (it will be).

For now, 7 DEEPS is more of a teaser/tutorial to what you might face when there’s more art, mechanics and animations (and music, of course, with main vocal theme). Still, it represents the art-house minimalistic loop of the core idea with 3 endings, all being actually the puzzle pieces for our lore.

door_bonbon.jpg

Day_1. I wrote the music while she drew the fishes.

Unity, not yet. But thence, the night…

[it goes deeper]

Do fishes dream of flying to being children? [ardskape_devkitchen_log_2]

“How many are you, then,” said I,

“If they two are in heaven?”

Quick was the little Maid’s reply,

“O Master! we are seven.”


William Wordsworth

ardskape_1.jpg

ARDSKAPE here.

Two artists with Photoshop, Krita, Sonar, Korg/Akai, Unity, paints mixed with coffee.

Our first JAM as a newly wed team. No preps, just a total dive in.

We’re to reveal the beyond of whatever our entry, the 7 DEEPS game, became or pretends to be.

Get through these loops, click deeply, be our Player.

https://ldjam.com/events/ludum-dare/48/7-deeps

FlyingFishFinalCityScreen.png

Day_2. The night enveloped our minds.

She was sleeping, while I effed with Unity.

Not a rookie here, however only good at visual programming and some simple coding, if it’s comprehensible. Back in the days poked with Basic, Pascal (at school, mostly), so there’s logic underneath this cone of bones. However always was more of a narrator, got into writing a lot, music including, never thought of becoming an actual programmer; back in student’s years (in marketing) regretted not being an archaeologist.

The point is, I’m quite good with technical stuff and computers, but think outside the box, especially when it comes to handling some stuff with lots of knobs and variables. Music production (all those EQ’s, compressors, numerous analog wires, real and VST’s) made me very patient and goal-oriented, eager to get deep into the details, timbres, microsound.

It’s okay, if I’m sitting for hours creating a single unique sample just because I’m certain - within this concept it should sound essentially like this.

Composing and editing music for almost two decades, I’ve grown to love minimalism and the idea of a perfect loop, which can be listened to without annoyance for quite a while. Right now I’m more about microsound and lo-fi. Which is not the must, ‘cause basically I compose in concord to the concept: process the mood, transform in tune.

ArdorugusView1.jpg

https://soundcloud.com/ardorugus/headshot-pre-meditated

https://soundcloud.com/ardorugus/hyge-mortalyte

https://soundcloud.com/ardorugus/polarized

Me and my partner are artists of paint, vox and stories. Three new vocal songs are coming this month, by the way. But I’m digressing, sorry, dear Players (and those, whom I don’t know personally, but already feel quite attached too, man, you here, aye, don’t get too deep disturbed).

By the night the music and sfx were ready, so I opened Unity.

Had no idea, what’s that Fungus. Built a test scene, done some text. Then more, while reading the tutorials.

What’s cool about Ludum Dare (and some other jams) is that it lets you get involved instantly with no turning back (at least, if you’re a trying perfectionist, like I am). You virtually sign up to mastering your skills, challenging ideas, disclosing some inner traits (or perks), confirming (or misplacing) individuality. It’s a lottery of a kind where those who are eager to study and develop are always winners, despite the rating in the end.

Some pre-prepare for a better quality, for a better promotion or investors/publishers hunting.

Some are already in A+ dev, but want to check their skills at something raw with fast brainstorming, mostly for some fun with ales and pizza.

Some are testing the grounds, if they actually have it in them, almost risking their status and paychecks.

Some, like us, ARDSKAPE, plunge in to rapidly increase their skills in softwares and resources and connect to the community, being on their way to becoming something to talk about later, but for now quite raw, yet ambitious, accordingly ready to get roughly slapped with “what did I just play… effed… meh…” in their face.

We have ideas, tons. We can write (and there are many written) deep stories, novels - books. Voice acting - no problem (why didn’t we use it in this jam, my bad, but then the concept didn’t need it).

With all that in mind, when I started writing in Unity, I remembered that most players nowadays aren’t reading anything at all. So, the piles of lore transformed into short phrases with no obvious logic (as it seems fresh-started). I didn’t make the word count, though, like Homescapes (facepalm) or something.

Anyway, the main draft was ready by morning. Scenes, text, some Malevich styled photoshopping.

The editing and lore reveal followed later this day.

There are 3 endings, all of them add to each other, making a whole picture. In the game, we’re making based on this LD48 entry, many things are to change, each ending will describe a solid game experience.

Still, I insist that 7 DEEPS here is a ready to play “think your own story” game that gets in your head for a while, asking questions. At least, one of those questions is: “What the F I just played…”

And it’s fine.

Fish1.2.png

Day_2. I wrote some ~~random~~ cryptic text, while she was working on the title coffee painting.

Next, some lore.

[it goes deeper]

P.S.

Here’s a chiptune-based melody I made for some random jam, just to give you a hint on where the F these gamedev freaks (ARDSKAPE) are from.

varshavkachiptunelisten_to

7 DEEPS core-lore (or how we rhymed a pipeline)

ARDSKAPE here.

The whole process of jam-game development actually started with a poem.

We'd like to share the first part (on 7 fishes).

The second is mostly on mechanics and lore we had no time to use in LD48 jam version, so...

Gamedev poetry, here we go.

Play 7 DEEPS

whiteemdoor/emblack_back.png

7 little fishes

Strayed into the woods

The 1st one was a trigger

To reveal the roots.

Fish1.2.png

The 2nd got the meaning

Of the shining doors

However, as he deepened

He vanished into worse.

Fish2.2.png

The 3d fish saw the lanterns

As they lost their shine

The roots were getting thicker

Deeper splashed this time

Accepting all the changes

Choices rough abrupt

The 3d fish drowned scared

Of her teeth’ve grown hard.

Fish 3.2.png

The 4th boy tried to run away

To turn back at his friends astray

He shivered to get deeper, thus

He ran for surface, but alas,

However sweet the choices were

His dreamy sea fulfilled with gore.

Fish4.2.png

The 5th considered a deep thought

To find a loophole in the code

He urged to play beyond the frame

Escaping all the doors in game

However he just got things worse

And added to the pile of bones.

fISH5.2.png

Two lonely lanterns on the tree

Of octopus-like visionary.

redemgreen/emtree_weird.jpg

The 6th girl dives, goes all the way

Until she struggles at a fear

Facing a choice of sure death

When she’s not really a believer

That one last choice of deathly step

Might actually bring all her friends back…

Fish6.2.png

Last lantern hangs

The 7th flows

His deepening is sound hoarse

With all the echoes spitting out

Of those before

Hoping for him working this out…

Fish7.3.png

Play 7 DEEPS

[it goes deeper]

Does Player fish for children or is a fishy child being kiddied by deep ends?

[ardskapedevkitchenlog_3]


To save them all and light the tree

The lanterns shine on merrily

The 7th one spreads fins to fly

With all of them

Or some have died.

Though with a deeper jump for heaven

The Player mumbles

“We are Seven”.

ardskape_1.jpg

ARDSKAPE here.

Two artists with no drugs but unsealed doors of perception.

First dare JAM. Not even morally prepared.

Here for the final take on what’s beyond the 7 DEEPS game and why we can cross plenty of ideas, but not this one.

It’s looped, but there’s a flying window.

Face the mirror. F(ace) yourself.

[go deeper]

Bonbon.jpg

Day_3. The morning started late, when most people were already in their cubes. Personally I had some script for the kid show going on, but this time LD was the priority (and aye, the kid's script also went out fine).

This day was the refinement of ideas and presenting them within Unity. The most artwork was done, so basically we had to put it all together in one piece and make it work.

The idea of loops was in the game script already. So I just connected the dots, making 4 possible loops, with 3 of them redirecting you from different scenes to the beginning, and 1 central with mostly a moral wordplay compensation, to let you better understand the attitude of the white door (white-ish background) and the One who turned back on his… fishes.

We had no time to implement the actual choose+click&drag mechanics (candy or feather), in spite we added timed choices that would make you think faster, therefore creating suspense in your mind with the fewest options possible.

We also decided to lose the colours. Firsthand, the idea was that lanterns (paper/chinese ones, which also corresponds to final flying) were RGB related, but it seemed more complicated than it needed to be. So we went with numbers, and the colour choices in game got to bear more of a traffic light meaning, starting with choosing Red (deep - in danger) to get further.

Some choices give you references on H. Ellison's "I have no mouth and I must scream", Monkey Island (and the hunt for infamous Big Whoop as a metaphor on whatever is luring the children/fishes deeper), "Doors of Perception" by A. Huxley (with a hint to W. Blake's "Songs of..." poetry).

We wanted to reveal the lore closer to the end. Right after mentioning the nearby existence of some kind of Lovecraftian Deep Ones. All three endings are actually telling a single whole story from different angles, and the full understanding of this Story is yet to be revealed in the expanded and upgraded, deepened recomputing of our game.

The final art, however weird, is connected to the lore (presented in most of our projects) on some radio sound/noise that cleans and equalizes the universal frequencies (a similarity to pink noise here).

19.jpg

Door/window/mirror concept is related to a feeling of how one soul/man could dive in pitch black night as passing through the glowing frames (the only lead, not to get deep-devoured). With some "stranger things" happening along with a possible psychic intelligence, or scrying (the act of magic convolution through spreading water over a mirror).

Which is why our slogan is: ARDSKAPE. Mind scrying game experience.

Thank you for playing, criticism, suggestions, insights. This jam has had a huge meaning for us, as a newly wed team.

Follow us, if you wish. Or remember, at least.

There'll be more deep scrying experiences.

Feather.jpg

7 DEEPS

Go Dare.

[do go deeper]

Ludum Dare 49

Mosquito got my Brain

ARDSKAPE back!

Based on a real story. In a real house. In this world.

Let's gain brained!

kinkyemad/emmosquito.jpg

https://ldjam.com/events/ludum-dare/49/mosquito-got-my-brain

P.S. Mosquito is definitely real.

A bitey (when Mosquito got my Brain)

Hi, it's ARDSKAPE with a hinge on mosquitos.

And we actually learned something from our previous LD.

We were rookies back then. I mean, we're not experienced in working with the engines. But the writing, the art, the music, aye, we are the 'rescue rangers' in that stuff.

Anyway, this time we came prepared, meaning – experienced. Studied, day-jobbed in gamedev, polished skills, worked on our projects (7DEEPS is making progress, yay!). Still two 'lames' of a coders... yet we tried to storm some audio-bouncing coding in our game! Well, even using Wwise was a long shot, so it was up to us: either deal with the deadline, or buzz (unFstabley).

The thing is, if we're in, we're in. Even if the world is bonkers, the project must be released on the deadline. Thanks to the experience with crunches in the ad buzziness (not a misspell).

7RoomemFire2/emS.png

To manage our time and do better, in this JAM we cut most of the ideas and features, aiming to make work at least just one action, followed by the power of our narrative, art and audio skills. A hypercasual visual novel, bitey put, we led to the release.

The essential part in working with the theme was – in our case – to get rid of obvious ideas, like: piles, potions, minds, mechanisms, shapes, horses, tables. We had quite a pool, but eventually the story led us to some period in Balkans, where I was working on VR game (very muddy)...

Then one actual Mosquito got my Brain!

kinkyembutton/emdemo_S.jpg

Have a bite of our game!

...more bitey to be...

Horses VS Mosquitos

Hey! I'm having misbrains with this LD session.

I mean, I was hoping for so many weeping sims. But hell, I suppose most cried out loud at LD48.

5Room.png

Still, when the phase comes, the LD page becomes a real mess (or massacre) of ideas and reflections at the world or personalities, or whatever psych-a is there in your life.

I know we're coming naked here. I mean, I try. Some - prototype, some do for the portfolio, some just need to be here (even if there is no game at all).

Maybe at some point we have to realize, that we don't have to get here every time the jam is, get away, have a boozy somewhat near the sea-waves. Without a computer. Or even a phone.

Anyway, I still don't get this many games on stables, horses - this LD. Hey! Is there a secret Squid Game metaphor? Don't be mad, the show is not that unique, just had to check the fuss about.

And I'm not the one pretending that our game (a dare from Ardskape) is some kind of freaking masterpiece, no way.

Have we pre-prepared? No time, sorry, but we polished some skills. Learned new stuff. Had no time (again) to use it.

Have we tried to make an illusion of a game? Nope. It's a thin line what the game is called, of course. If there's fun, and you can play – yep, can be game. But many of us are quite aged to get that nowadays games need narrative, and it's better if we introduce at least some hint of it throughout the gameplay.

And there's narrative in art and sounds, of course, not only text and voices, we know that. Well, one of my previous collegues couldn't understand at all me saying that the narrative can be created by only the usage and placement of the sfx.

Still, there's no much of that dribble in our game. But we come from those parts of mind where we don't use assets, and create whatever we can on our own. Art, sound, voices, anything... it may change, though, maybe in 3D. But for now it works fine, and we really like to get it done on our own, even if it's fucking deadline.

Language, aye.

So, what's the deal with horses anyway?

If there's another game on a mosquito here, please do share! In the meantime, get a grip on our bites.

2MosquitoL.png

Here's Pharaoh Mosquito!

Mosquitonkhamun: Origins

MosquitoL_gif.gif

Once there was a pharaoh with very tiny nostrils. He'd squeeze through in a high-pitch tone when having a conversation or crumbling at his midday stew.

Apart from that he loved his alien panties, but who cares, back then it was a trend. Despite the aliens refuse they ruined the Egyptian fashion.

So, this pharaoh had whiskers also. When he sneezed, they quivered with a screechy metallic tone. His partner used that trick to get some sack scratching, until vanished – to a pharaoh less sneezy one.

Mosquitonkhamun, as fellow slaves called the buzzer of our story, was a very thin, almost a matchstick, supernatural being. By supernatural meaning – he was totally out of this world, or at least the whole Ancient Egypt simulation.

Thence, when an alien ship of different fashion (yet unseen by the Egyptians) flew by on the annual occasion of casually hitting the tops off the pyramids, Mosquitonkhamun was thrilled by the looks and the gestures, moreover – the tones of what these new spaced out mosquito-likes made.

And they loved his moustache, well, the whiskers. So, according to some astro-guy, there was a huge something in space that day, and that other kind of aliens were really into the celebration!

So the orgy was held. Them, and our high-pitched thin pharaoh guy. Relentlessly blowing the steam through his nostrils.

Now, this is how mosquitoes came on Earth.

fire_1.gif

At least, add it to your theories.

And have a go at our mindshaping thrill mosquito tones (distinctly live recorded for the narrative).

Great LD49!

Thanks, everyone!

We're Ardskape.

kinkyembutton/ems.jpg

See you in fashion... in the future!

Ludum Dare 50

Cussmuss

In for some wicked 2D comedy with weird gameplay and child-ish rhymed narrative?

Click through the goose-moose chase for the ice cone.

Cussmuss: the ice cone fuss

cover_s.jpg

Let's feed it all back!

Why CUSSMUSS made JAM instead of EXTRA

Ardskape here. Art-hous-ish weirdos who decided to inject some cone-headed fun.

With a moral on friendship, of course.

We had few concepts in mind, choosing between rhythm game, terrain flipper and puzzle clicker.

The main problem was, we mastered some visual coding, yet this time we decided to actually code. Which means, we wanted to try very different playground, far from our expertise, knowingly spending less time on what we do best: narrative and music/sound design (with a beat of mystery).

TrumpwithMushrooms_s.png


"Hey, what are we gonna make this time?"

"Let's do somethin' fun and stupid!"

"Wait, not deep or what the F* is going on?"

"Aye! The very F*ing wicked weirdness that bangs our minds!"

"Like Moose from rehab itching for the ice cone that has Goose sitting in a tire?"

"Goose with a snake tongue!"

"Maybe the ice cone is somehow dear to Moose..."

"Deer!"

"No doe! Moose and Goose, it's final. We're not building the stairway of ideas to delayness."

"Oh, well. I'm drawing now."

"Aye. Me... coding."


GooseMooseChase1.png

Sometimes you really need to get into these C# scripts to actually understand how things work. And how different is the flow of time from the programmer's point of view.

We've been delayed. So, we had to finish our JAM in 2 days.

Both being perfectionists, we struggled if to publish, yet we made it playable in time. We believe, every effort should be presented. There are times you just shouldn't delay the inevitable.

We're listening to you to harness our skills and develop further, based on the concept you see, or intriguing else.

The fun part is level design, for it's based on the photos we took one early morning of the snowy spring in the countryside, hunting for the fittiest slopes. More on this next log.

Try our little funny chase of Moose and Goose in Cussmuss: the ice cone fuss!

Just two minutes of gameplay and light rhyming there for the better mood.

Slainte!

P.S.

Fun fact. We always play games + review in return.

Sloppy slopes, bring me cone...

Hi, Ardskape here.

As sloppy as our game is based on slopes with Snaker Goose riding his tire away from Muss Moose to get that ice cone 'fore it hits the ground, we derived our levels from the photos of real slopes of early spring in dawning countryside of Karelian regions.

We could sketch or texturize, aye, but our twisted minds wished for some real F* action. So, we shot (as in photo) like 20 of slopes, then managed to get 5 best playable.

blog_edit.jpg

Some were of a poor quality, however felt cool to play through. Yet, with the 3d level slope we had troubles with physics. We wanted You to control the environment, not the characters of this story - wacky bit - like many said. So we had to put an air bag that helps Goose to jump over the first icicle. Which, relevantly corresponded to the idea of him riding a tire.

3_bounce.jpg

coolbros.gif

Being artists, we challenged ourselves to some real coding and got many things done, however we wanted the obstacles to be clicked separately. Alas, hadn't got enough time.

Still, we believe, the story, the art, the kiddo-like rhymes, the pace and the fun points worked fine even for this kind of pretentious unpolishness, polished for the playable memento.

Thanks for getting to F*ick our minds!

We do play and rate in return, and if you think your idea is quite wacky yet underestimated, do comment, we'll come with mussy expertise;).

See you to the end of LD50! And further.

Get into the real fast cone chase with Goose and Moose in Cussmuss!


P.S.

What's with the ice cone and the tension of the final level - next.

Wild Goose Mooose Ice Cone Chase

Two days left! Thence, the ratings' count.

Oh, whatF! Sometimes we just know, we may suck. However, we prefer to suck in a most pleasing way possible.

Ardskape here. So, what's with the ice cone?

Well, 'tis not a metaphor to war. But we really liked your thinking, this ice cone really could be anything - to make a quarrel. Reminds a bit that conflict of the Ice Age squirrel with the nut and... earth.

mgit.jpg

So... you have to trigger the ice cone in the 4th action level, so that Goose would have it. But, really, why? Maybe if you wouldn't do it, or the ice cone flees, the level is not bugged. At least, it's playable, not like the 5th one.

Let's not get esoterical, for now, but remember the expression - "wild goose chase". A pursuit for something unattainable, sometimes with a foolish face of thoughts. Or thoughts of face.

In our game, yet, does Moose chase Goose? Or it's all the way around.

Who is for real, what is right, what's wrong? Which side do we prefer to our matters?

Hey, maybe Goose and Moose are just having fun!

I mean, the ice cone flies, and they just want to save this piece of cream from falling, as if in piece of peace of piece of mind. So, when Looser screen appears, it's not about you, the clicker of this story, the godlike whateverness controlling the flow. It's about them, Moose and Goose, both being losers. Or just having fun, despite the world.

Aye, maybe the ice cone will fall, therefore the land should go nuts, but... In our world we put a palm to it. And some black hole down the sea to suck the ice cone in. And nothing can you do with it. You're not that godlike anymore. Your tense clicking... is just tension in your brain.

ComicSunSea_s.png

Still, all around the globe Moose and Goose continue to be friends until there is a treat to being foes. For real.

P.S. Should we tell why them rides in a tire? *tiresome gone to sleep

Ludum Dare 53

7 DEEPS full story - adventure released!

Seven little fishes went into the woods...

7deepsemcover1/emSmaller.png

Hey, devs! You may not remember us, Ardskape, but we actually built our first jam - 7DEEPS - into a finished standalone interactive adventure.

It's a mixture of visual novel, platformer and 2D quest, based around the concept of kids telling campfire stories (with some existential art-house matter pinned to it).

Check it out at our itch.

And, please, be gentle with your judgement.

We are working in gamedev now while trying our best to stay intriguing and independable.

Follow us for more cool projects to come. We've experienced so far, and getting further.

Sunshine Trial

A tad kid on the trial for sunshine.

ConceptTitleL.png

Did you know, there's a sport called - kiiking? Estonian, the mastery of swings, with aim to "touch the sunshine".

*Woah... this was quite an experience... Re-f8n'-leased! *

Play, would you?

Now for some rest. Then play+rate. See you around for a nice hard playthrough!

A haiku game

To find your sunshine

Grab your parts through the abyss

When found - grasp brightly

ST1_swings.png

Earlier, we at Ardskape released our full version of the 7Deeps adventure, originated from the LD48 jam.

Sunshine Trial, our submission for LD53, is within the 7Deeps lore, however there's no essential connection to it.

Sunshine Trial is a short expression towards light and betterness. The game gives you the trial, passing through the tides (astral, or else), through transformation, catching to the sunshine, getting yourself whole, putting your parts together.

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The game, however, is not designed for mental institutions, especially not for those men, who can't feel the walls, if they're not seen.

Controls are also the part of the narrative here, for our tad kid, when transformed, can only strive through the tides (using space); there's no way back because he can't go back. But sometimes he needs to stop striving, let the flow, to get the light doors opened.

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Turn to Sunshine - is the only text seen in the game, which tells the basic idea of how to solve the maze.

The idea of this game has originated from our early prototype of a different kind of maze-like game. We're giving this one the fresh start, rethought, redone, with an aim of developing a casual-like, yet thoughtful, maze experience further.

For now, there's a haiku game: a journey to befriend some sunshine (and don't let that "sunshine" of yours outburst).

This world needs more good and shining, doesn't it always?

Post-kiiking or the ebbs and flows of delivering yourself through Sunshine Trial

So, this is kiiking - a national and active sport in Estonia.

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Swing to the highest point and hold there, freeze in the momentum, almost close to merging with the sunshine.

The one who delivers the highest and longest momentum - wins.

And we could make a game specifically just about this, but...

Then, there is a maze.

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Therein the tad kid (with the character name derived from "tadpole" for the reason) goes when he does the sunshine trick - the hardest in kiiking.

The trial proceeds...


Is this game about intercourse and reproduction? Partly, maybe, especially for those who see phallic everywhere.

Is this game about managing the tides and passing through the hard times? It could be a kind of therapy. But not for those who once again thought "reproduction" reading "tides" (viz. waters, don't thank me for being repro-graphic).

Is this game about kiiking? To eff the sunshine, well, of course it is! We just forgot to add the scoreboard (/sarcasm). Send us your pics of kiiking momentums, please! We'd use them in our future game with swings (we really have to abusively, repeatedly, excessively use our assets: we shed blood getting in gamedev).

Is this game about delivery? We'd have another repro-joke here, but nope, we're not delivering these kind of cheesy parcels anymore. One can't be funnier than the toddler with a knife.


*Woah, it seems we're quite shites at post-whatevers... *

But we're good in listening to your feedback and noting it for making better games.

Thank you!

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