Squishy, Soft, Soothing - How Softness Infused All Elements Of Semblance's Design - Videogames Blogs

Squishy, Soft, Soothing - How Softness Infused All Elements Of Semblance's Design



Semblance takes players to a soft, soothing, squishy world, one they can deform in order to solve its platforming puzzles and to explore the environments in their own ways. With a hard thump from their blobby character, players can create indents that can be used as platforms, adjust the terrain to get around hazards, and otherwise use the land's pliant nature to wander and maneuver.

"We stumbled on a sort of digital tactility. The sort of thing we're all after when talking about 'game feel'. We made something that really feels like some sort of digital playdoh," says Ben Myres of Nyamakop, developers of Semblance.

This softness, which the player can see at a glance, was a key part of Semblance's play experience, intertwining with every part of the game and its creation. Through this almost tactile feeling the game gave off, players would have a sense of how to interact with it, and it also helped guide the developers in how they would create their game, allowing for a kind of creativity born of touch that would have the game's creators and its players all having fun with it.
Glitch Born

"The softness in the game was the result of a saturation of soft references from other games, combined with a glitch that we let ourselves find the fun in. A total stroke of luck that we then remade much of the game's mechanics, story, and visuals revolve around," says Myres.

Semblance came from a desire to create something soft and squishy from its ver...
Source: indie games
URL: http://indiegames.com/

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