24 Sep

I am not a big fan of puzzle games.

However I am a fan of sequential art, noir style, and imaginative game design, all of which show up in the tech demo for Framed, an upcoming game by Loveshack Entertainment.

The idea of the game is that you are presented with a series of panels.  Your protagonist is shown running through them like a comicbook character brought to life, but something happens to him before he reaches the end.  From the demo I’m guessing that this will usually be a horrible demise.

Then the player is given the opportunity to re-arrange the panels, so that when the protagonist runs through the page again he is able to turn the tables on his enemy or avoid whatever obstacle stopped him before.

I love the art style they’re using here.  I’m a sucker for the shadow-puppet characters and the watercolor look of the backgrounds sets it off nicely.  This game is just beautifully designed to take advantage of the iPad’s touch screen, but they’re not stopping there and the game will also be release for PC and Mac.  Throw in a good soundtrack and this game will be a winner.

I love to see innovative designs like this and look forward to seeing more indie-gems turn up.  Keep your eye on this one!


Posted by on September 24, 2013 in Computer Games


Tags: , , , , ,

6 responses to “Framed!

  1. ArcadeMint

    September 24, 2013 at 4:13 PM

    This looks so neat! I’ll definitely keep my eye on it 🙂

  2. alpharevolvergames

    September 26, 2013 at 10:30 AM

    Looks really awesome, cheers for sharing. We are also making our own Indie Game

  3. Fractalbat

    September 26, 2013 at 11:35 AM

    I think we’re in a new golden age for indie gaming and it’s a wonderful thing. Thanks for both your comments!

  4. connorbros

    September 29, 2013 at 12:13 PM

    This looks really really awesome and I think if they pull if off right it could be a truly immersive and fantastic game. It seems like it would be hard to maintain that level of continuity throughout the game. If panels don’t link in expected ways it could create a bit of a cognitive dissonance for the player which could be annoying. There is a vast number of permutations of orders, and I think the key to success for this game is finding a way to funnel these permutations into a few interesting and unique outcomes. If there are too few you get that cognitive dissonance, and if there are too many then the design process gets bogged down and you end up in a bad ratio of developmental work to perceived value on the user end. Or at least, that’s my guess. My brother is the one trying to get into game design, I’m just winging it here 😛

    Anyways, thanks for posting this! I will definitely keep an eye on it.


    • Fractalbat

      September 29, 2013 at 11:06 PM

      It is definitely an ambitious design idea and I think you’re hitting the big challenges. It’ll be cool to see how they address them.

      Thanks for the comment!


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