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Armikrog
Armikrog
from Wikipedia
Armikrog
DeveloperPencil Test Studios
PublisherVersus Evil
ProducerEd Schofield
DesignersMike Dietz
Ed Schofield
Doug TenNapel
ProgrammersLoongWei Ding
Pip Robbins
ArtistEd Schofield
WriterDoug TenNapel
ComposerTerry Scott Taylor
EngineUnity
PlatformsMicrosoft Windows, OS X, Linux, PlayStation 4, Wii U, Xbox One
ReleaseMicrosoft Windows, OS X, Linux
  • WW: September 30, 2015[1]
PlayStation 4, Wii U, Xbox One
  • WW: August 23, 2016
GenrePoint-and-click adventure
ModeSingle-player

Armikrog (stylized as Armikrog.) is a stop-motion point-and-click adventure comedy game by Doug TenNapel in partnership with Pencil Test Studios and Versus Evil for Microsoft Windows, OS X, Linux, PlayStation 4, Wii U and Xbox One. It is a spiritual successor to The Neverhood, and is developed by many members of the same team. Like The Neverhood, Armikrog uses clay animation.

Gameplay

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The game plays in a traditional point-and-click with a cursor to interact with objects and navigate around. The player controls two characters: space explorer Tommynaut and his sidekick Beak-Beak. Much like Klaymen in The Neverhood, Tommynaut has the ability to store items in his body. The player primarily controls him to do most of the grunt work like pulling levers, driving the Zipkicker and solving most of the puzzles. Beak-Beak has the ability to fly in certain areas and enter tight space that only he has access to. He can also digest small objects and pass them to Tommynaut by regurgitating them out.

Story

[edit]

On the planet of Ixen, the populace is in the midst of extinction without the power of P-tonium to sustain them. They send brother astronauts Vognaut, Numnaut and Tommynaut to a planet called Spiro 5 in hopes to find these crystals. Unfortunately, two of the brothers are dead due to unknown causes, leaving Tommynaut and his best friend Beak-Beak to continue onward.

After crash-landing on the planet, they end up locked inside a fortress called Armikrog. They find a baby girl named P and Tommynaut decides to care for her in hopes to find her parents. Upon further investigation, Tommynaut discovers that Armikrog was previously attacked by an unknown assailant who wished to possess the P-tonium crystals, which were assumed to be imbedded in Father and Mother, the guardians of Armikrog and also P's parents. The assailant killed both parents before learning that the crystals were transferred to P instead. Father and Mother's spirits live on in Armikrog as a result. Tommynaut later discovers that the assailant is Vognaut, who is somehow alive and has grown larger due to an unknown mutation. The evil brother kidnaps P and straps her into a device in hopes to extract the P-tonium for his own gain. Beak-Beak is later killed in an attempt to rescue the baby. Enraged, Tommynaut fights his brother and manages to escape with P.

After reuniting all 5 P-tonium crystals from P, the spirit of Mother thanks Tommynaut for saving her daughter. She then gives her blessings to use the crystals to power his home planet, which is more than enough to last for an eternity. Mother then transforms the Armikrog fortress into a giant robot that Tommynaut can use to navigate back to Ixen. Vognaut tries to kidnap P again before he is ejected out of the fortress and is crushed by its gigantic leg. The now transformed Armikrog ascends into space.

Tommynaut is then reunited with Beak-Beak, who is now a ghost. Suddenly, a distress signal is being heard from Numnaut, who too is alive. Tommynaut, along with Beak-Beak and P, set their next course to Darshon's Orb.

Development

[edit]

Mike Dietz and Ed Schofield, founders of Pencil Test Studios, teamed up with Doug TenNapel, with whom they worked on Earthworm Jim and The Neverhood, to use Kickstarter to crowdfund Armikrog.[2] The Kickstarter's goal of $900,000, and stretch goal of $950,000 for a Wii U version were exceeded when the funding ended on June 27, 2013.[3]

The game has a voice cast featuring Michael J. Nelson as Tommynaut, Rob Paulsen as Beak-Beak and the PresidANTs, Jon Heder as evil Vognaut, Veronica Belmont as Mother, Bob Baffy as Father, Charlotte Schofield as P, Yumi Iwama, Jeff Minnerly, Bob Doll as the Octovators, and Eddie Fantastic as Numnaut.[4]

The game's soundtrack was composed by Terry Scott Taylor, who composed the music for The Neverhood soundtrack.[5]

Reception

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Armikrog received "mixed or average" reviews, according to review aggregator website Metacritic.[6][7][8][9] Critics appreciated the fun art style and catchy music. As a fan of The Neverhood, Destructoid's Caitlin Cooke praised the game saying that it has a certain charm that only Doug TenNapel can deliver. She did however criticise the lack of an inventory system and outdated interface.[15] GameSpot's Matt Espineli gave a 4/10 rating, with criticism stemmed from underdeveloped characters, inconsistent sound design and confusing puzzle elements.[16]

In 2017, TenNapel admitted that the developers ran out of resources to put the final polish in Armikrog.[17]

References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
is a stop-motion clay-animated point-and-click adventure developed by Pencil Test Studios and published by Versus Evil. Released on September 30, 2015, for Microsoft Windows, macOS, and , with later ports to consoles including the in August 2016, the game features protagonists Tommynaut, an , and his canine companion Beak-Beak, who crash-land on an alien planet and must navigate the mysterious fortress of Armikrog to uncover its secrets through puzzle-solving and exploration. Created by , known for earlier titles like and , Armikrog was positioned as a to , employing similar handmade aesthetics and comedic tone achieved via physical stop-motion animation. The project originated from a successful campaign launched in 2013 by Pencil Test Studios, which raised $974,578 from backers, enabling the production of its distinctive visual style involving custom-built puppets and sets. Despite its innovative animation—praised for evoking a tangible, otherworldly charm—the game launched with notable technical bugs, simplistic puzzles, and a runtime under five hours, contributing to mixed critical reception averaging around 57 on . Reviewers highlighted the engaging voice acting, including contributions from alum Mike Nelson as Tommynaut, but faulted controls, inventory management, and occasional obtuse riddles that hindered accessibility. Subsequent patches addressed some launch issues, yet the title's brevity and lack of replayability limited its lasting impact in the adventure genre. TenNapel's involvement also drew scrutiny due to his public conservative stances, which some outlets linked to polarized fan responses, though empirical data on sales or player metrics underscores modest commercial performance rather than widespread adoption.

Development and Production

Concept and Funding

Armikrog originated as a project led by , the creator of the 1996 claymation adventure game , who sought to produce a similar point-and-click title featuring stop-motion clay animation to recapture the style and storytelling of his earlier work without relying on digital shortcuts prevalent in modern game development. TenNapel partnered with Pencil Test Studios, an animation-focused entity in , which handled development and emphasized traditional techniques for authenticity in visual narrative. To fund the project, Pencil Test Studios launched a Kickstarter campaign on May 28, 2013, setting an initial funding goal of $900,000 to support production for PC, Mac, and Linux platforms with a targeted release in 2014. The campaign exceeded this target, ultimately raising $974,578 from 18,126 backers by its conclusion on June 27, 2013, unlocking stretch goals including Wii U support at the $950,000 mark. Key original Neverhood contributors rejoined the effort, notably composer Terry Scott Taylor, whose eccentric, folk-influenced scores defined the predecessor and were intended to provide a cohesive auditory link through custom compositions avoiding licensed tracks. This reunion underscored the project's aim to prioritize artisanal craftsmanship in animation and sound over contemporary graphical enhancements, funding a team that included animators from Laguna College of Art and Design.

Creation Process

The production of Armikrog utilized stop-motion animation techniques with clay and assorted materials to fabricate characters, puppets, and environments, constructing physical sets to evoke tangible realism akin to . Voice performances featured established talents including as Tommynaut and as Beak-Beak, with audio captured to align precisely with the lip-sync and gestures of the animated clay models during cinematic sequences. Puzzle elements were crafted in the vein of classic point-and-click adventures, emphasizing third-person item collection and configuration alongside first-person clue-solving to facilitate narrative progression through environmental scrutiny. Animation demanded extensive frame-by-frame —roughly 30 images per second—to document incremental adjustments, thereby preserving authentic physics in object interactions and movement causality without digital interpolation.

Key Personnel and Challenges

The development of Armikrog was led by as director and creative lead, who conceived the project and contributed to writing and design, drawing on his prior work on . Mike Dietz served as animation director and co-writer, while Ed Schofield handled animation and co-writing duties; both founded Pencil Test Studios and were key returning contributors from and , managing production elements including stop-motion implementation. Production encountered substantial delays, pushing the release from initial post- timelines in 2013 to September 30, 2015, with multiple last-minute postponements attributed to unresolved bugs and the inherently labor-intensive workflow. The process demanded extensive resources for sculpting, set fabrication, , and , which strained the timeline as each frame required meticulous physical adjustments. Although the June 2013 Kickstarter campaign raised $974,578—exceeding its $900,000 goal—the overall budget remained less than half that of , limiting the project's scale despite backer expectations for a comparable revival. This fiscal constraint necessitated reductions in scope, including shallower puzzle integration and less intricate environmental detailing, as the team balanced costs against digital demands without additional funding. Such realities underscored the practical hurdles of for specialized , diverging from promotional portrayals of a straightforward successor to prior titles.

In-Game Content

Plot Summary

Armikrog centers on the adventures of explorer Tommynaut and his talking, blind alien canine companion Beak-Beak, who undertake a mission to secure a vital source for their Ixen, facing imminent catastrophe from resource depletion. Their crashes on the alien Armikrog, stranding them inside the foreboding fortress Spiro 5. From this point of arrival, the protagonists progress through the fortress's convoluted interiors, encountering peculiar inhabitants and artifacts that reveal fragments of the planet's enigmatic history. The story unfolds chronologically, emphasizing themes of survival amid isolation, incremental discovery of hidden lore, and encounters laced with absurd, whimsical humor inherent to the claymation aesthetic. The narrative builds toward a climax driven by revelations about Spiro 5's purpose and the duo's role in averting broader cosmic threats, without reliance on moral allegories but grounded in the empirical unraveling of environmental clues and interactions.

Gameplay Mechanics

Armikrog employs a traditional point-and-click adventure format, where players primarily control the protagonist Tommynaut in a third-person perspective to explore environments and interact with objects. Navigation and actions are executed via input, with a streamlined one-click system that handles examination, use, or manipulation of hotspots without requiring context menus or multiple button distinctions. The game supports controller inputs for compatibility across platforms, though remains the default for precise pointing. Core puzzles revolve around environmental manipulation, such as locating and activating levers, buttons, or mechanisms in specific sequences, often necessitating coordination between Tommynaut and his companion Beak-Beak. Inventory management is integrated simply, allowing players to collect and apply items to obstacles, though the interface prioritizes direct interaction over complex . interactions occur via clicking on non-player characters, branching into basic trees that provide hints or advance puzzle states, but these are secondary to physical exploration. Beak-Beak functions as a switchable companion character, enabling unique abilities like squeezing through narrow passages, pressing out-of-reach switches, or later gaining flight capabilities to access elevated or remote areas inaccessible to Tommynaut. This dual-character system introduces causal variety in puzzle-solving, where players must alternate control to align actions, such as holding down pressure plates or retrieving distant items. The game's linear progression incorporates tied to puzzle completion, exploration milestones, and optional interactions, encouraging limited replay for full completion without non-linear branching paths. Collectibles are minimal, integrated as puzzle elements rather than separate hunting mechanics, maintaining focus on sequential advancement.

Release and Technical Details

Launch and Platforms

Armikrog was initially released for Microsoft Windows, OS X, and on September 30, 2015, distributed digitally through by publisher Versus Evil. The game became available as a paid download, with backers from the preceding campaign receiving access to their pledged digital copies and related rewards, such as early builds and merchandise items like T-shirts. The , launched in May 2013, had successfully raised $974,578 from 18,126 backers against a $900,000 goal, enabling the PC version's completion after stretch goals unlocked additional features. Console ports followed in 2016, with versions for , , and launching on August 23. These ports were handled by external developers and maintained the core point-and-click adventure format, distributed via respective digital storefronts including the , Xbox Store, and . No physical retail editions were produced for any platform. The standard retail price for the PC version was set at approximately $30, aligning with post-Kickstarter tiers where early digital pledges started at $20 before rising to $25 and higher for physical rewards. Backer incentives emphasized exclusivity, including naming rights for in-game items at higher pledge levels up to $200, alongside prototypes of clay figures and soundtracks. Marketing efforts highlighted the game's stop-motion claymation style and its ties to , positioning it as a from creators like to appeal to fans of niche 1990s adventure titles. Promotional materials, including trailers, stressed the handmade aesthetic and puzzle-solving heritage to target a dedicated audience rather than broad mainstream appeal.

Post-Launch Updates and Issues

Upon its September 30, 2015, PC launch, Armikrog suffered from numerous technical problems, including audio glitches where sound effects and music would cut out or fail to play, requiring restarts; save file corruption; puzzle-breaking bugs such as levers not spawning or items becoming unobtainable; and crashes during or cutscenes. These stemmed from insufficient pre-release testing, as reported by players and acknowledged in developer communications. Pencil Test Studios responded with rapid patches via and GOG platforms. Patch 1.01, released October 2, 2015, addressed critical launch blockers like missing localization files and macOS startup failures. Patch 1.02 followed shortly, fixing lever spawning errors, localization in the Octovator puzzle, unintended controller exploits granting all items, and compatibility issues. By January 12, 2016, Patch 1.05 resolved overlapping tracks and added visual indicators for interactive objects, based on aggregated community feedback. These updates empirically targeted player-reported failures, though some residual glitches persisted into 2016. Console ports, handled as secondary adaptations, exhibited platform-specific instability. The Wii U version, delayed until August 23, 2016, to incorporate native features like , retained game-breaking bugs including crashes and silent cutscenes, alongside general porting shortcomings. The PS4 release faced controller incompatibility with the point-and-click interface, resulting in erratic cursor behavior and unresponsive inputs, amplifying core PC-era defects without full mitigation. Post-2016 maintenance dwindled, with no major updates or expansions issued, consistent with the indie developer's limited resources; discussions of further Unity engine upgrades surfaced in 2017 but yielded no releases.

Reception and Aftermath

Critical Reviews

Armikrog received mixed to negative reviews from critics, earning a Metacritic score of 57 out of 100 based on 39 reviews for the PC version, indicating generally unfavorable reception. aggregated a similar average of 56 out of 100 from 50 critics, ranking it in the bottom 10% of reviewed games. Common praises focused on the game's distinctive stop-motion visuals and soundtrack, which evoked nostalgia for predecessors like while showcasing meticulous craftsmanship in animation and environmental design. Critics frequently highlighted flaws in puzzle design, describing many as uninspired, repetitive, or logically inconsistent, which undermined progression and player engagement. awarded it 1 out of 5 stars, labeling it "boring" and a as both an and a spiritual successor to The Neverhood, citing shallow storytelling, broken mechanics, and an overall lack of coherence. echoed these sentiments in a review titled "Unfinished And Uninspired," noting persistent bugs, technical glitches, and a delivery hampered by obtuse puzzles that prioritized frustration over cleverness. criticized the game's aversion to logical puzzle-solving, calling it a waste of its promising assets despite the visual appeal. Some reviewers acknowledged mitigating factors, such as the handmade production's inherent challenges, and speculated on its cult potential similar to , which faced initial negativity but later gained appreciation for its eccentricity. However, empirical critiques of puzzle flaws—such as audio-based tasks requiring improbable precision amid repetitive mechanics—and underdeveloped narrative arcs debunked expectations of recapturing past genre highs, attributing shortcomings to insufficient polish rather than stylistic ambition alone.

Commercial Performance

Armikrog's Kickstarter campaign, launched in May 2013, raised $974,578 from 18,126 backers, surpassing its $350,000 funding goal by over 178% and enabling initial development and production. The game launched on September 30, 2015, for Microsoft Windows, macOS, and via and , followed by ports to in March 2016 and and in October 2017, published by Versus Evil and Digital Bandidos respectively. Exact post-launch sales figures remain undisclosed by Pencil Test Studios or publishers, but estimates suggest fewer than 100,000 units sold across all platforms, reflecting limited appeal in a saturated indie market dominated by and point-and-click revivals. Revenue from these sales and ports proved insufficient to support a planned , initially discussed as a contingency during development delays, leading to its abandonment amid ongoing technical issues and studio constraints. In comparison, the spiritual predecessor achieved modest initial sales of approximately 42,000 units by the late 1990s, relying on long-term rather than broad commercial viability, a trajectory Armikrog similarly failed to exceed despite hype and novelty. Niche factors, including high production costs for stop-motion animation and competition from accessible digital adventure titles, constrained Armikrog's economic outcomes in an era of low barriers to indie entry.

Legacy and Comparisons

Armikrog positioned itself as a to (1996), sharing the same creator, , and stop-motion aesthetic, yet it failed to achieve comparable cultural resonance or gameplay cohesion. While cultivated a through its interconnected puzzle world and surreal humor, Armikrog's environments felt emptier and its puzzles more disjointed, lacking the predecessor's organic puzzle integration. This shortfall stemmed from execution constraints rather than innovation, as the game adhered closely to point-and-click conventions without addressing longstanding genre issues like illogical solutions that halted player progress. Despite these limitations, Armikrog contributed to preserving stop-motion animation in video games during an era dominated by digital CGI, demonstrating the viability of labor-intensive for indie projects funded via , which raised over $634,000 in 2013. It highlighted the craft's tactile appeal—hand-sculpted sets and frame-by-frame photography—but critics noted it did not spur widespread emulation in subsequent titles, with remaining niche amid cheaper 3D alternatives. No major modern games have directly built on Armikrog's approach, underscoring its marginal influence on the adventure genre. TenNapel acknowledged parallels in reception, viewing Armikrog's mixed response as akin to The Neverhood's initial lukewarm sales and reviews, which later gained retrospective appreciation; he suggested potential for similar cult status through word-of-mouth among fans of quirky, non-digital aesthetics. However, post-2015 console ports to , , and in 2016 represented the extent of its expansion, with no substantive updates or sequels thereafter, as unresolved bugs persisted and development stalled. This stagnation reflects causal realities of limited budgets—estimated at under $1 million post-Kickstarter—and technical execution flaws, rather than external narratives, preventing broader legacy.

References

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