Patient # (2013)

Created during the Vancouver's Full Indie 48-hour game jam, Patient # is a brief dialogue-driven game taking a novel approach to how choices are made. Dialogue options are presented visually, floating through the room and around the subject, apparently reacting to the course of the conversation. Furthermore, the responses made available depend on the emotional state of the patient with which… Continue reading Patient # (2013)

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Glitchhikers (2014)

Glitchhikers plays out like a Lynchian dream. The gameplay is secondary to the experience. There is no sense of urgency - everything moves along at a languid pace determined only by your conversations - even though the topics traversed by you and your passengers are of universal and mortal importance. I believe this juxtaposition serves as the pinnacle… Continue reading Glitchhikers (2014)