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Moral choice 2D point-n-click psychedelic adventure, permeated with original humor and mind blowing puzzles.

Post news Report RSS How Karma became a game

By the end of the year 2013 our agency decided to surprise us - most employees were given a sack. As we had our farewell party, our programmer approached me and said: “you know, I think it’s for the best. I always wanted to create games, after all, and not much chance of doing it here”.

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By the end of the year 2013 our agency decided to surprise us - most employees were given a sack. As we had our farewell party, our programmer approached me and said: “you know, I think it’s for the best. I always wanted to create games, after all, and not much chance of doing it here”. That got me thinking – I’ve been planning to create my own game for quite some time. I knew I wanted to work with what I’ve done for my animated series so far, because people used to say “you know, this animation looks like something you’d see in good indie games” as they watched the movie.So then it all clicked together and I replied: you know, I can do some bad-ass animation for a game. It could work out! And this is how one unpleasant surprise became a birth of Karma the Game.





Next morning I sketched first approximation of gameplay, got the concept of astral vision going and showed these to our programmer.-Looking good – he said. Let’s get it done!Next week we had first prototype made in adobe flash. It had Pip moving and camera following him.


In a few months we’ve got our pre-alpha engine based on adobe flash done. There were 3 locations in total, and Pip could move between those; some simple interactions were implemented as well. Still, it was a long way to go. In our next update I will tell you more about the approaches we tried, and how the game evolved, changed and became closer to what it is now.

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