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  1. Dec 7, 2018 · Sayonara Wild Hearts is a soup made of pop-culture. It’s OutRun, the teddygirls sub-culture, Carly Rae Jepsen, Rez, cafe racers, WarioWare, Blümchen, the 1950s, modern dance, Akira, F-zero, Space Harrier, Sia, Gradius, the 1980s, Charli XCX, Sailor Moon, Ouendan, Tron, Rhythm Tengoku, Punch Out and a good portion of ourselves, strangeness ...

  2. Nov 6, 2014 · The Sailor’s Dream is a game in which you explore memories, through swiping on an ocean, and entering structures to find objects and stories. It features elements depending on the real-world clock, such as messages in bottles appearing on specific days of the week, in-game radio transmissions happening on specific times during the day, and ...

  3. May 17, 2024 · That is, until I played Simogo's Lorelei and the Laser Eyes. A labyrinth, as I know now, is a singular path, twisting and turning, constantly changing in direction. It invokes the illusion of ...

  4. Simogo is an independent game developer based in Malmö, Sweden, and was founded in 2010 by Simon Flesser and Magnus 'Gordon' Gardeback. They are responsible for a number of award-winning iOS titles, including Year Walk , Beat Sneak Bandit and more. Click here to read the full article. Quick Links. About Simogo. Games by Simogo. Abandoned Projects.

  5. The Year Walk road trip – Simogo. At the end of 2012, we headed out for a road trip in the south of Sweden together with Jonas to snap some photo references and get some final inspiration for Year Walk. On this appropriately gray and foggy day we visited loads of churches, cemeteries, ruins, odd and sometimes creepy villages and ventured out ...

  6. Year Walk. In the old days, man tried to catch a glimpse of the future in the strangest ways... "Year Walk" is a 2013 point-and-click first-person Survival Horror and adventure iOS side-scroller puzzle game developed by Simogo, later also released to the computer market via Steam, and then in 2015 on the Wii U with the help of Dakko Dakko.

  7. But for Sayonara Wild Hearts, Simon did explore a little through drawings. We thought each setting should have something off about them, something that stuck out, or felt unnatural. For “Hatehell Valley”, that became the trees growing from inside the house, to show that this city was not, or maybe had never been, inhabited by humans.

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