Remixers of media, makers of games
A small studio with weird visions
Control animal spirits and try to smother your opponents with your tail, or defeat them with power-ups in the shape of dangerous energy beams and spiky shields.
You are the omniscient ruler of a fictitious kingdom and must decide on the various futures of your city. Try to balance the physical and the spiritual needs of the people against economy and the military. If the decisions you make shift the balance too much in a certain direction, the city and its people will eventually collapse and you will have to rebuild your kingdom anew.
You awake as yet another undead in a vast and unknown after-life. In order to survive, you were once forced to sell all of your memories and now you’re on a journey of discovery in order to unveil what was once forgotten.
Yes, it is weird and yes, it is awesome! Bunny Breeding Simulator is an absurd breeding simulator which puts you in the role of a bunny breeder attempting to create the most awe-inspiring mutations the world has ever seen. These mutations include, but are not limited to: Chicken legs, scorpion tails, rollerblades and microwaves. The game is about experimenting with rabbits to create the coolest, freakiest, biggest, scariest, whatever-you’re-into -bunny.
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Cosmic Kites is now released! Go grab it here: http://store.steampowered.com/app/606720/Cosmic_Kites/ https://gamejolt.com/games/cosmickites/185078 Tell all your friends, and their neighbors!
by Alexander Schach & Tobias Lindberg (Fishmoose Interactive) Before “Cosmic Kites” was a thing the game was called “SPHERES”. We will have an article out regarding the name change, and the process that went into it later down the line. The origin of the name SPHERES was simply that Tobias suggested it as a project name after playing the first prototype, and the name stuck. Our biggest problem with the name was that it lacked personality and memorability, plus that it basically didn’t say anything about the game. This basic lacking of personality and originality was something that we felt applied to the graphics as well, combined with problems concerning feedback to the players, which further led us to consider remaking the graphical style entirely. From the earliest prototypes all the way to this overhaul, the graphics had been in a more abstract / retro / minimalist fashion with basic geometrical shapes as characters and game objects. Simple, clean, but highly forgettable, and what some people consider “programmer’s graphics”. Initially, there were never any concise plans on keeping the simpler graphical style, but after months and months of working with them, we had Read More…