Based in Halle, Germany
9. October 2014 (Alpha-Release since March, 2012)
In the world of the Odd Gods players experience a mind-bending first-person adventure like no other as they discover the magical power of the TRI. By creating triangles that can be used to solve puzzles and traverse the landscape, adventurers hunt for mystical totems and master a wide range of abilities such as reflecting light, scaling sheer heights and even defying gravity! With every twist of a corridor, every raised gantry, every new floor of towers and dungeons in the Odd Gods' world, TRI challenges gamers to think outside the box and find new ways to overcome seemingly impossible obstacles.
The first prototype was made by Friedrich for Ludum Dare #20 (theme: "It's dangerous to go alone, take this!") in 2011. In January 2012 we decided to make a full game out of this concept, due to the encouraging comments we received for the short Ludum Dare version. From January to June 2012 we developed several story ideas, looks, environments and approaches to leveldesign. Soon after that time we released the first purchaseable alpha version for everybody to playtest. This short-typed text excludes every struggle we had with the TRI at this time. The versions that were built and scrapped and built and scrapped... To show you all the designs and endeavor in detail go ahead and watch our Making-of series on YouTube (linked below). Although we received great feedback and felt motivated to continue our journey, we had several problems with the design and workflow. In September 2012 we put our game on a hiatus to work on a contract game for the local zoo. For half a year we worked on this game about the nearly-extinct rhinos of Sabah. Although it was planned to work on TRI after finishing the real-time building game SABAH, we sometimes doubted if we should continue working on TRI or rather create a new project with a scope that was more managable for a two-person team. Well, we didn't. Instead we took the time off to get a fresh perspective on TRI and created a brand new look that was released in March 2013. Until the release in October this year we created 16 levels, overhauled the characters, added an individual look and infrastructure to every level, found a voice for the Monk (Harvey Cash), received a fantastic soundtrack by Ludwig Hanisch and achieved to finish TRI.
- freestyle first-person puzzle exploration adventure platformer
- with braincrafted level-designs
- build triangles to overcome abysses, reach unknown places, and walk on the walls and the ceiling
- reflect light rays, dangerous lasers and floating spirit creatures
- explore the halls and dungeons of TRI, collect treasures and solve puzzles
- experience gravity madness
- artworks, making-of screenshots and audio comments
- WIN / MAC / LINUX
Gameplay Video (Beta) YouTube
Gameplay Video (Beta) YouTube
TRI - The Making-of series YouTube
Logo & Icon
Awards & Recognition
- "Strasbourg European Fantastic Film Festival - Finalist des 2014 Indie Game Contest " Strasbourg, September 2014
- "Goldener Spatz, Best Indie Game for Kids" Erfurt, 18. May 2014
- "EGX Rezzed, Part of the Leftfield Collection" Birmingham, March 2014
- "TRI is not typical by any measure and instead charts its own path to puzzle gaming greatness. (9/10)"
- Marcus Estrada, HardcoreGamer
- "The atmosphere of the game is inviting, and the Odd Gods live up to their titles. (4.5/5)"
- Charlie Grammer, GotGame
- "Haunting music / Fiendishly clever, yet difficult, puzzles / Excellent mechanics. (8/10)"
- Chris, Maroonersrock
- "There is such a unique feel to it, and I got completely sucked into the gameplay"
- Bonnie Burgette, Indie Game Mag
- "I knew the game had taken hold of me when I was at work running through possible solutions in my head to try out when I got home that evening, and it has been a little while since a puzzle game has had that effect on me."
- Chris Dahlberg, Cosmogaming
- "TRI's level design reminds me of Zelda dungeons mixed with Dark Souls--though with a much brighter atmosphere, engineered to be explored from every angle."
- Bob Mackey, US Gamer
- "Crazy charming aesthetics will delight fans of puzzle games."
- Mauvais Vitrier, Game Sphere
- "Spatial awareness. The calculated construction of triangles. Dungeons in towers. Vertiginous abysses. Wild falls. The creation of mystical paths. Reflected rays of light. Puzzles. Odd characters. Music. Transformable structures. Colours. TRI."
- Konstantinos Dimopoulos, Indiegames.com
- "It's during these moments of precursor and reflection - teased by the level's close-knit and smart design - that a strange pleasure rises up in me."
- Chris Priestman, Indie Statik
- "It will make sense in some bizarre way."
- Aleš Smutný, Games.cz
The first Ludum Dare version
made by Friedrich in 48 hours kongregate.com.
Read about the development of TRI. ratking.de.
Our diary on IndieDB
See the very first images, art works and sketches for TRI. indiedb.com.
About Rat King
We are Jana Reinhardt and Friedrich Hanisch, or in short: Rat King. We create weird first-person experiences that enable players with more freedom than walking through tubes. Our emphasis lies on mainstream-incompatible designs, atmosphere and characters. This is why we love to participate in game jams, where one can work quickly on new ideas in an intense atmosphere. We use Photoshop, 3dsmax, Unity, coffee and mild confusion.
More information on Rat King, our logo & relevant media are available here.
Game Design, Scripting
Artist, Game Design
Rising Star Games