The Game (iOS)

In a land where darkness never comes, and light reaches far and wide, a hole has appeared . . .

Enter a plasticine world that has been invaded by a mysterious entity known as 'The SOUP'. Watch on YouTube as the characters that inhabit the world are taken one by one, then take control and try to release them from its clutches in the iPhone game.

NOTE : This was very much a test project for Sherpa Reynolds, and as such not all content was developed to the levels intended. The game part is no longer available, although it is hoped that the world, and some of these ideas may be revisited and expanded upon in the future.

-  Gameplay  -

Take control of an orange thing named THAT, and use its extendable tongue to latch onto falling putty balls and make your way ever higher, back towards the light. Plan your path as you fling your way through the crowd of putty balls, and keep your wits about you as not all are what they seem...

This was a take on the endless climbing genre, the goal; to get as high as possible, the challenge; avoiding the various pitfalls that are there to stop you. A key difference between this and similar titles of the time, was the combined use of tilting and tapping for navigation. Tapping the screen released the characters sticky tongue which latched onto the putty balls and acted as a catapult. Precision was therefore required to both position the character, and release the tongue at the right time.

-  Trailer  -

Focusing on game-play and giving an insight into what a typical playthrough might look like.

-  Screenshots  -

A collection of imagery, showing in-game footage and highlighting the key elements from the game.

-  Audio  -

All music and SFX for the game were composed by Sleeping Kiwi. The music was self-constructing and varied dependant upon the players actions/progress. However the 'title/main theme' which played as the player sat idle was manually composed and can be heard below.

The Stop Motion Shorts

Running alongside the game, the world of thingSOUP was brought to life with a couple of stop-motion shorts (two have been published and rumours have it a third may exist in un-edited form... ). These were used to help expand the world, and give more insight into its inhabitants.

The plan was to create one short for each playable character from the game, introducing them to players and foretelling the events that led to them being trapped in the SOUP. Creating a connection between player and character in this way felt natural, and whilst it may not have had that much of an impact there's every chance it gave players that bit more incentive to help get them back out to safety!



    "Maybe you have to know the darkness before you can appreciate the light.”
    Madeleine L'Engle