In both you’re interacting to progress, letting the worlds unfurl in unexpected and wonderful directions, but where Chuchel is warmly comedic, Gorogoa is austere and elegant. In terms of its space in gaming, I’d put it as a counterpoint to something like Amanita’s upcoming surreal puzzle toybox, Chuchel. Gorogoa rewards your persistence with delightful elegant mechanisms. I know that Roberts felt a degree of challenge in finding hidden patterns in Gorogoa was important in creating the sense that they were indeed hidden patterns, but I get the sense that that wouldn’t have extended to outright frustration. The game is structured around seeing these connections in the world and frustration linked in an interesting way to moments I remember from undergraduate maths classes where you’d catch a glimpse of a universal connection within the abstracted fabric and then lose the thread. I was actually wondering whether frustration could form an interesting part of Gorogoa in a way that differs from the normal point and click/puzzle game frustration. None of them lasted long, but being able to flow through those segments of the story instead of butting my head against them is adding to the appeal of that second playthrough. Summary: Gorogoa is an elegant evolution of the puzzle genre, told through a beautifully hand-drawn story designed and illustrated by Jason Roberts. I had moments where I simply couldn’t see a connection, or where I’d missed a vital way to change one tile and started to feel that rising tide of irritation. I'd highly recommend giving it a go here.That’s not to say it’s entirely absent. The whole thing looks lovely too, with the hand-drawn illustrations coming to life in exquisite detail every time you unravel another piece of clandestine visual trickery.Ĭreator Jason Roberts has just released a reasonably lengthy demo (it took me upwards of a half hour. It's quite mind-bending, and a stupendous artistic and design achievement to have so many pictures of vastly different worlds linked together by the tiniest common ground. Often tiles can overlap with one another too, so a doorway in one image may fit directly on top of an identical shape elsewhere, which will cause something surprising to happen - like a little boy entering a closet only to appear on a rooftop in another world. Zoom in on one tile and you may notice a texture that seamlessly blends with an image in another panel that when lined up form a complete picture and move the ambiguous story along. The unique puzzler transpires across several different tiles, each with their own snippet of a universe to explore. Original Story: Indiecade 2012 finalist Gorogoa is one of the most clever, beautiful games I've come across this year. The design was also inspired by card games in a roundabout way, especially the idea of playing a card game that is simultaneously a magic trick." I abandoned some of the complexities of that idea for something that would be a little bit freer of strict narrative structure and a bit more abstract, which allowed different parts and layers of the game's world to dissolve together more easily. "The idea began long ago as an idea for an interactive comic whose panels could be moved around and interact with each other to effect the story. Roberts also gave a little insight on where the idea came from. He remained cagey on details about the story because he prefers to leave things open to interpretation, but said it's about "a boy seeking an encounter with a possibly divine monster." When asked about the peculiar title he explained, "The title is a word I invented when I was a kid for an imaginary creature, and since the game contains no language I wanted a title that is not a word in any language (or not meant to be)." It's tentatively scheduled for the end of next year. Update: Gorogoa creator Jason Roberts revealed to us the game is being developed for PC and Mac with iOS and Android versions to follow.
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