

Sjoerd De Jong: We’ve spent a lot of time and attention to ensure that Unmechanical looks and feels the same across all platforms, and that no platform is left out when it comes to playability and graphics. With the game slated to release across multiple platforms, will there be any major differences from platform to platform? "We loved working on and creating Unmechanical, and are very honored to have received the Nordic Game award in a region packed with so many great developers, but we do not have any plans to expand it with any sequels right now."

Because of that the game is quite well suited for somewhat older children also. What happens when you pull this lever? Or this button? How do the effects you see relate to each other? How would I be able to use these different things I found to solve the puzzle? That kind of thinking.

We want our puzzles to drive players to explore and experiment. That opens up the door for more experimentation. Since you cannot die in the game, and without a time or other limit present, you effectively cannot lose. A lot of the puzzles are also based on experimentation. We want it to be easy to get into each puzzle, and we tried to ensure each puzzle clearly identifies what the problem is you are trying to overcome. Sjoerd De Jong: I would say they are definitely legitimate logic puzzles. Will these be legitimate logic puzzles or adventure game puzzles that require abstract thinking? Unmechanical: Extended is described as making use of “logic” puzzles. The result is quite a wide variety of puzzles in the game. We noticed that when you do puzzle design, that designers once they came up with a certain puzzle logic tend to stick to the same type of logic and style puzzle after puzzle, so we let a lot of our developers and people close to us participate and come up with puzzles to counter that. Sjoerd De Jong: One key thing we did was to let quite a large number of people work on our puzzles, to ensure that puzzles remain varied and interesting. How do you set about designing the various puzzles that appear throughout the game world? Neither of the two endings are defined as good or evil. Both the original campaign and the new Extended campaign also have two different endings, so you can decide for yourself what the best thing would be for the world to happen.
Unmechanical extended puzzle full#
We wanted to tell the tale of a poor little helicopter robot trying to escape from an intriguing underground world full of obstacles. Sjoerd De Jong: The narrative of the game is told in a subtle way, and the focus is on the world and the story it tells through environmental story telling. What was the driving concept behind the games development? Did you set out to create a sprawling a narrative or a self contained world? The whole strangeness of it all is really meant to be part of the style and appeal of Unmechanical. Why did it eat you up? Who built all these constructions? An underground world that while dark, is not scary, but so strange and fascinating that you want to see what it is and where it leads to. The strange combination of metal, rock, and flesh was done to ensure that the world itself feels alive and one big entity, yet due to the metal and rock still leave you intentionally confused as to what kind of creature you ended up inside, and what the environment actually is. Sjoerd De Jong: We took inspiration from so many different games, movies, and comics that it is difficult to pinpoint any particular inspiration. Can you speak about inspirations for the games visuals? Unmechanical: Extended has a very distinct art style that is reminiscent of classic games like Abe’s Oddysee. "Why did it eat you up? Who built all these constructions? An underground world that while dark, is not scary, but so strange and fascinating that you want to see what it is and where it leads to." How does the game fare on the new generation, especially considering its relative age (it was released back in 2012)? Let’s find out. Despite originally being developed Talawa Games, the Extended version is being handled in cooperation with Grip Games, who is also publishing it alongside Teotl Studios. There’s quite a lot to learn about the game and the various mysteries surrounding it so GamingBolt spoke to Teotl Studios founder Sjoerd de Jong and Grip Games’ Jan Cabuk about Unmechanical: Extended. However, from its humble origins as a student project, Unmechanical grew to be something much bigger, winning the Nordic Game Awards and eventually transitioning to today’s platforms with Unmechanical: Extended. The story for Unmechanical: Extended may sound simple at first as you control a little robot trying to escape from a vast underground complex.
