While we were considering our next step, we were fortunate to receive funding that allowed us to return to full-time work on the game. We loved that balance of spending half days away from our screens but eventually came to realize that the remaining time just wasn’t enough to make solid progress on the game. “Our initial plan was to work part-time on farms around the country while we finished the game, which we did for a month. This meant they could stretch their budget even further, though it came with its own disadvantages. To overcome this, the couple made the bold decision to move out of the San Francisco Bay Area and become nomads. It was a good challenge!”įunding was another problem. But to fill out our branching narrative, we needed so many different creatures (or mystical encounters) that a couple of scenes had to take place on land, and one even comes from the folklore of a different region.” She adds, “On top of that, we had to connect those encounters in a way that made sense and bring the characters back home at the end of every adventure. She explains, “I used books like Benjamin Thorpe’s 19th-century Northern Mythology for reference, listing and researching any mythical sea creatures I came across. To learn more about these myths, Brooke and David used a range of sources to track down information. I think it was this familiarity that really helped shape the tone and structure of our narrative.”Īcross the game’s branching paths, the world is populated with magical creatures and situations, including mermaids, nymphs, and rock trolls (to name just a few). “I had completely forgotten how much I loved folklore as a kid, but it all started to come back as I researched. “Our story isn’t based on any specific folktales, but the creatures in it are primarily drawn from Scandinavian folklore,” says Brooke. It wasn’t until after they completed their first game, a small adventure title named Doggins that features a time-traveling terrier, that Brooke came up with the idea of drawing from European folklore. The course of your adventure, however, depends entirely on how you interact with the surroundings and the characters that you come across.īurly Men at Sea began life as an odd title suggestion between David and Brooke, though they initially struggled to expand upon the concept. In the game, you perform actions by swiping the screen either left or right and by clicking on areas of interest. Developed by Brain&Brain, the husband-and-wife partnership of David and Brooke Condolora, the game makes distinctive use of a cappella sounds, gorgeous art, and Scandinavian folklore to tell its story. It’s about three bearded sailors who must navigate an ocean of strange and mythical beings to fill out a peculiar map. Riding a resurgence in the genre, Burly Men at Sea is a relaxing point-and-click adventure.
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