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Middens Review
What is truly ill-conceived is presuming to judge the work of another when you lack any understanding of the context of that work.
Do you believe that Medieval art is bad because the perspective is off? Do you believe that the paintings of the Surrealists are bad because the images don't make sense? Do you believe that an abstract painting is worthless because a child could recreate it? Do you believe what is pleasant is good and what is unpleasant is bad?
To call what's unusual pretentious is a platitude. To suppose to summarize in five minutes a work that required three years to develop is arrogance. Assessing those that create when you do not is ignorance.
Do you believe that Medieval art is bad because the perspective is off? Do you believe that the paintings of the Surrealists are bad because the images don't make sense? Do you believe that an abstract painting is worthless because a child could recreate it? Do you believe what is pleasant is good and what is unpleasant is bad?
To call what's unusual pretentious is a platitude. To suppose to summarize in five minutes a work that required three years to develop is arrogance. Assessing those that create when you do not is ignorance.
Where They Cremate the Roadkill - Kickstarter

Kickstarter
Hey everyone.
A fool sets out on an outing to make their fortune where fortune has no foot hold. With an arrest warrant for the Devil they step out into a world where even land is in conspiracy against you. To succeed they'll have to play a careful game or they'll be the next card to enter their adversary's hand
Where They Cremate the Roadkill contains an open fully animated world with real-time combat populated by over 300 unique creatures(all of which can be destroyed by the player). Learn subversive spells that allow the player to perform occult miracles, destroy enemies, warp reality and prank the public. Bring to life an army of animate objects, turn people into flies and pigs, summon exiled spirits for conversation and cast love spells on the hapless town folk.
Where They Cremate the Roadkill plays fundamentally like an RPG that utilizes real-time action elements. Combat, is however, illegal and engaging in it carelessly may get you arrested, hunted or killed. Police may barricade save points and your home could be invaded by half-monster swat teams. Beating a fiend could bring their family to your door for revenge. Any of the few hundred characters can be destroyed anytime. Therefore timing is everything.
Spells are acquired by assimilating others, rummaging through waste or pilfering the pockets of the slain. A few of these can be used in the typical fashion, most have other applications. Conjure schools of fish out of solid ground. Summon cats into the house of a person with allergies to defeat them. Turn bovines into burger meat with a flick of the wrist. Bring to life an army of inanimate objects. Create havoc by casting love spells on train commuters and turn someone's pet dog inside out.
Features:
- Hall of abberant primitive organisms.
- Every NPC is a unique individual with their own look and behavior.
Over 300 in all.
- Detailed animated environments.
- 3 worlds in a varied style.
- Original Soundtrack of more than fifty songs.
- A cinematic story told in hand-drawn motion frames and frequent animated interludes.
- An open world that progresses based on your choices.
- Practical spells that allow the player to transform enemies into flies and squash them or into livestock that they barn in their apartment.
- Two years plus of dedicated development time.
- Huge screen-size bosses
- Hours of play.
- Alien weather patterns that influence who's out and about.
- A world without filler. No fetch quests, grinding or artificially inflated game time.
- Become a debt collector of tainted souls.
- Secret enclaves, random tangents, obtuse mysteries, obscure collectibles.
- Summon exiled spirits for polite conversation.
- Authorities working to uncover your crimes.
- Real-time combat.
- Parole officers who watch you from the inside out.
- Worms that tattle on your activities to the underworld.
- Graveyards that grow as cities shrink.
- Landmasses carved from the corpses of primordial giants.
- Dialogue gathered from the hyper intelligent masses of the internet.
- Card games and wagers with the source of all evil.
- Spell memory system.
- Surreal vistas.
- Love is the 4th dimension!
- DRM-free DMT (Dream Magic Time)




The desire here is to create enough funds to secure the completion of the project. We've offered quite a number of rewards that range from Tarot Cards to having your person interpreted as a enemy monster. I've worked two years on this game. It's been quite a gambit. I'd deeply appreciate a reblog or tweet or passing mention.
Much love and thanks.
Gingiva
If at anytime you become truly stuck PM me and I will clarify any uncertainties you may have. Although many subliminal factors influence game play I believe that the typical player will be able to progress even without the traditional explications.
Gingiva
-"It's a poor teacher who explains all"-an old proverb
I believe feeling out the internal logic of a game is part of the experience. Therefore not every detail of Gingiva is explicitly explained.
-Surrealism isn't a style or genre; it's a method. There is no such thing as a "surrealist game". There is such a thing as a game where Surrealism is used.
-The 'Stop Guy' is no more intended to block you than a 'no trespassing' sign would. This is deliberate. The other curiosities you mentioned are also inherent to this design.
I believe feeling out the internal logic of a game is part of the experience. Therefore not every detail of Gingiva is explicitly explained.
-Surrealism isn't a style or genre; it's a method. There is no such thing as a "surrealist game". There is such a thing as a game where Surrealism is used.
-The 'Stop Guy' is no more intended to block you than a 'no trespassing' sign would. This is deliberate. The other curiosities you mentioned are also inherent to this design.
Engine_Driver.jpg
author=Ratty524
What's your inspiration behind most of these?
Aboriginal art, 1800s french fashion plates, and Hopi dolls.
Indie Statik Interview Published
Middens
Thanks Chris,
I can't take any credit for it however. A fellow illustrator ported the game for their own use and shared the result out of kindness. I'm not sure why but from my own short play-through I'd say the game actually appears to run better on Mac.
I can't take any credit for it however. A fellow illustrator ported the game for their own use and shared the result out of kindness. I'm not sure why but from my own short play-through I'd say the game actually appears to run better on Mac.
Feature, Podcast and Kickstarter Updates
Thank you for the kudos. I suppose in comparison to some of the more glitzy campaigns ours appears quite modest but that's how I'd prefer it. Profitability is not often a precursor to creativity, and I think our project will benefit from traveling lightly.
Do you like Calvin and Hobbes at all? It was one of my favorite comics growing up, back when I wanted to write comics over creating games. Anyway there's a cheeky quote from a particular strip that summarizes my feelings towards the enterprise:
"The hard part for us avante-garde post-modern artists is deciding whether or not to embrace commercialism. Do we allow our work to be hyped and exploited by a market that's simply hungry for the next new thing? Do we participate in a system that turns high art into low art so it's better suited for mass consumption? Of course, when an artist goes commercial, he makes a mockery of his status as an outsider and free thinker. He buys into the crass and shallow values art should transcend. He trades the integrity of his art for riches and fame."
We asked for what we needed and nothing more. At the end of the day the ability to realize our vision is a far greater reward than the promise of monetary compensation.
Do you like Calvin and Hobbes at all? It was one of my favorite comics growing up, back when I wanted to write comics over creating games. Anyway there's a cheeky quote from a particular strip that summarizes my feelings towards the enterprise:
"The hard part for us avante-garde post-modern artists is deciding whether or not to embrace commercialism. Do we allow our work to be hyped and exploited by a market that's simply hungry for the next new thing? Do we participate in a system that turns high art into low art so it's better suited for mass consumption? Of course, when an artist goes commercial, he makes a mockery of his status as an outsider and free thinker. He buys into the crass and shallow values art should transcend. He trades the integrity of his art for riches and fame."
We asked for what we needed and nothing more. At the end of the day the ability to realize our vision is a far greater reward than the promise of monetary compensation.














