Armikrog is an absolutely delightful stop-motion clay animation adventure game. The game follows the adventures of a space explorer going by the name of Tommynaut, and his blind alien talking dog named Beak-Beak who crash land on a mysterious and odd planet, captured and held in a fortress called Armikrog. The characters are created by Doug TenNapel, well known for his creation of the Earthworm Jim character.
What We Thought Of The Game
The game is beautiful smooth for stop-motion, and having seen this behind the scenes video of how they are producing the game, leaves us in such awe. The puzzles are intriguing and confusing, as well as having a wonderful VO cast including Jon Heder (from Napoleon Dynamite), Michael J Nelson (from Mystery Science Theatre 3000) and Rob Paulsen (who played Pinky from Pinky & The Brain).
This game had to be in our top ten, not just because of the unique art style and production value, but for how well it is pulled off. We will be keeping an eye on this for the future, as it’s still relatively deep in development!
We want to extend a thank you to Sam Forrest from Versus Evil for hooking us up with our developer questions post-Rezzed! We really appreciate your help and taking the time for us!
If you could describe Armikrog in one sentence, what would it be?
The greatest stop motion animated point and click adventure of all time! Oh, wait, that’s 12 words. How about this: Stop Motion Playable Art!
What was the inspiration behind the game?
Interestingly, our main influence for Armikrog was the stop motion game we created ourselves a few years back, The Neverhood. Though only moderately successful upon its release, The Neverhood became a cult hit with fans all around the globe. Those fans have been clamoring for years for another game like it, which we are delivering with Armikrog. It’s not a sequel, but instead we like to call Armikrog a spiritual successor to The Neverhood — it’s the game we’ve wanted to make for years but were never able to secure the backing from a traditional risk-adverse publisher. It wasn’t until Kickstarter cropped up that we were able to reach out directly to the fans and get the game made.
Aesthetically, the Neverhood was based on a series of paintings created by Douglas TenNapel called A Beautiful Day in the Neverhood. Those paintings, and subsequently the art direction of the Neverhood and Armikrog, were all influenced by the work of the early 20th century era comic artist George Herriman. From a gaming perspective, the old LucasArts games were a big influence, as well as the old Myst games. Those guys invented and perfected the genre.
What was the hardest part of developing the game?
Our biggest challenge has been time. Despite the success of our Kickstarter, we are still operating on a very tight budget in terms of both game development and stop motion, and as the saying goes, time is money. We want this game to be the best it can be, and we are trying to squeeze in the most quality we can in what time we have.
What was the best part of development?
Certainly the greatest success we’ve had has been the support of our Kickstarter backers. None of this would be happening without them. Beyond that, one of the most enjoyable parts of development has been the beautiful stop motion imagery we’ve been able to create using the latest digital technology. When we shot the Neverhood we were limited to 640×480 resolution for the game and 320×240 for the movies! Now we can capture our imagery at 4K resolution and publish the game in HD.
If you could pick one other game (not yours!) to love at Rezzed, which one would it be?