National Video Games Examiner Patrick Hickey Jr. chats with Liviu Boar, creative director at Stuck In Attic and project lead on “Gibbous: A Cthulhu Adventure,” who discusses the development cycle, creative process and goals for the wonderfully animated point and click adventure game currently looking for funds via Kickstarter.
About the Game:
Gibbous is a loving spoof of the Cthulhu Mythos, blending cosmic horror themes with lighthearted, feel-good humor that is very much Schafer and Gilbert-inspired. In short, it’s a love letter to Lucas Arts and Lovecraft. We hope you’ll like the multiple “examine” responses, Bill Tiller-inspired backgrounds, and plenty of item-to-hotspot nonsense – we tried not to let one combo slip without a customized gag. Here’s
For more information on the game, click here.
Patrick Hickey Jr.: What was the development cycle like?
Liviu Boar: Gibbous entered very early pre-production in late 2014, and we slowly started putting the demo together throughout 2015. I’m saying “slowly” because this wasn’t a full-time effort – we squeezed in as much work on the game as possible in between paid jobs, after work and during the weekends. We’re very proud of the demo, and right now all we want is the opportunity to work on it full-time and really prove what an even cooler, complex and fun game it can evolve into.
Hickey Jr.: Where are you now in development?
Boar: Story and character outlines are done, art and animation are somewhere around 10-15% done, and thankfully we have the “assembly system” nearly complete on the programming side, so we just have to start adding art, animation, music, dialogues etc. to an already fleshed-out blueprint. The only catch is that we are extremely dependent on the success of the Kickstarter, and so is the game’s scope: the better we are funded, the more kick-ass content we can put into Gibbous.
Hickey Jr.: What makes your Kickstarter unique?
Boar: We’re a three-person team from Transylvania working on an extremely polished game with fluid animations and a ridiculous amount of voice acting and attention to detail that marries HP Lovecraft’s eerie Cthulhu Mythos with classic Lucas Arts adventures-style characters and humor. Most of the game’s settings have real-life correspondents in Transylvania, and you get to go to Transylvania in the game, too – and you can bet it’ll be THE authentic experience, because no one’s closer to it than us. What more can you ask for?
Hickey Jr.: What games did you play as a kid? How did they inspire this one?
Boar: I only got my first computer in ’97, but I tried to make up for lost time by playing a ton of 90s games, and some of them remain among my favorites, like Quake 1, BioForge, Doom… But adventure games have always been closest to my heart, especially the Lucas Arts ones. They’re a timeless art form, and I know 30 years from now I’ll still be playing Day of the Tentacle, the Monkey Island series or Grim Fandango and enjoy them just as much, if not more.
I made an animated video about growing up playing video games in Romania and discovering adventure games that shows my journey as well.
Hickey Jr.: What do you think makes this game special?
Boar: Gibbous truly is a labor of pure passion – it cares nothing for industry trends or sales projections, and is the product of carefully putting together things we’re passionate about, like great writing, memorable characters and the core philosophy of never compromising on production values quality. I think the fact that it’s a labor of love really transpires through the Kickstarter and the demo, and a lot of folks are reacting amazingly, supporting us and sharing the blasphemous, unnatural love. In a time of buzzwords and marketing-driven gameplay, it tries to be a classic-style game brought up to 2016’s technical standards. We have 10+ years of professional animation experience, and it shows. Plus, we have a talking cat that steals the show. Yeah, she’s probably the main reason people fall in love with the project.
Hickey Jr.: Where can people go to find out more information?
Boar: They can check out our Kickstarter campaign, now live- there’s also a Windows/Mac/Linux demo there that provides a hefty sample of what’s to come (30 minutes to one hour of gameplay, depending on whether you take your time to use everything on everything, which is encouraged!).
They can also go to our official site for information about the game, a press pack, and videos; like us on Facebook at and follow us on Twitter.
Hickey Jr.: Any chance at a console release?
Boar: I want to say yes because I would love that, but it really depends on how much support and love we get for our Kickstarter. I’d love for Gibbous to be present on as many platforms as possible, from Linux to PS4 to handhelds, so it’s up to the lovely supporters of the game to help make that happen.
Hickey Jr.: Bottom Line, why should someone play this when it’s released?
Boar: Gibbous is basically Lovecraft meets Day of the Tentacle. I’d play that in a heartbeat, but it didn’t exist, so we sat down and started making it. That, and we’re making no quality compromises – if it takes me working 14 hours a day for it to look gorgeous and play like a classic, so be it. Gamers are smart, and they know when a game’s a product of passion, and Gibbous is exactly that, and then some.
Hickey Jr.: What’s next?
Boar: Hopefully the game will be funded and we’ll sit our butts down and work as hard as we can to bring you guys the best comedy cosmic horror adventure this side of Transylvania.
Hickey Jr.: Anything else you’d like to add?
Boar: Thanks so much for reading this – if you want uncompromising, ambitious adventure games to exist, please consider backing our Kickstarter and telling someone you know would enjoy it about Gibbous. We can only make it happen with the help of fellow passionate gamers like you.
Peace and Lovecraft.