Have you ever wondered what life is like inside the world of public restroom signage? No, of course you haven’t. Who would ever bother to consider something as mundane as life stories of the humanoid symbols on bathroom doors? As it turns out, Skookum-Arts would and after seeing the campaign for their new game, The Pedestrian, you just might as well.
The unique premise brings players into the 2D world of signage. By moving between signs the player is able to explore the 3D world surrounding them. Players can rearrange and reconnect signs in order to solve puzzles and navigate obstacles.
Of course, there’s more to The Pedestrian than just moving from point A to point B. The lively environments and puzzle mechanics are deeply tied to the game’s narrative. As the story progresses the character’s background and motives are passively revealed. This makes the narrative a welcome, but also optional feature.
Walk This Way
Keeping with the simplicity of their real-world counterparts, the signs are presented without any text. Instead, the game uses symbols and animation to convey all necessary information to the player. Music also plays an important role in telling the story without the need for text or narration.
The Pedestrian will be the Skookum’s debut title. They began working on the project in 2014 and have self-funded all development up to this point. In order to remain focused on the game’s completion they are seeking $21,000 through Kickstarter.
The concept is so original and gorgeously presented, you’ll likely want to check it out for yourself. Luckily, a demo is available which shows off about 10 minutes of the project’s unique style and mechanics. The Pedestrian has also been Greenlit on Steam. The team is working towards a mid 2017 release on PC and Mac. All signs point to this being a project you won’t want to miss.
[…] the surface, The Pedestrian is a clever puzzle game featuring the bobble-headed puzzle-solving adventures of restroom signage. Honestly, I’d have already been sold on the project if the developers had stopped here, but […]