‘Flatland: Fallen Angle’ Gets To The Point

The newly-found conglomerate that is SeeThrough Studios has released Flatland: Fallen Angle after just 96 hours in the making, which aptly describes their game design philosophy: “Make games fast. Show your working.”

 

If there was ever a good example to point towards for how to make your game look decent without an artist on board, Flatland: Fallen Angle is it. Inspired by the 1884 novella Flatland by Edwin Abbott Abbott, Fallen Angle is the tale of an isosceles triangle on the run from the law in a polygon-noir world. No you haven’t got your ‘Crazy Hat’ on, we actually just said that.

 

The whole development process behind the game has been thoroughly documented (have a look here) – it being made by a thrown together team from Throw the Looking Glass and Ark Games in 96 hours across a three week period and with no artist whatsoever. Fortunately, the audio side of Fallen Angle was superbly supplied, featuring “narration by a semi-professional actor, music by a guy who has an IMDB page, and sound effects by a guy who doesn’t.”

 

The result of this hectic development process is a game which has you “splinching” your shapely enemies; basically stabbing them with your point until they are broken up into tiny pieces. It also features 10 levels that cover ” the varying socioeconomic strata of Polygonometropolis” (we couldn’t make this stuff up).

 

Fe Fi Fo Fum! I smell the blood of a free game! Yes, Flatland: Fallen Angle is entirely free in this Curiosity Edition. However, there is also a pay-what-you-want Appreciation Edition which features a survival arena mode and developer commentary on top.

 

We say go on support this loony bunch if you have the monies, more good news is that the team say they’ll be making sequels to Fallen Angle whether you want them or not. So convert now halfling…ONE OF US!

 

More information on Flatland: Fallen Angle can be found over on the official website.

Valuing gameplay and innovation over everything, Chris has a keen eye for the most obscure titles unknown to man and gets a buzz from finding fantastic games that are not getting enough love. Chris Priestman, Editor-in-Chief of IGM

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