For those of you who don’t know, Fresh As F#ck has started supporting the indie game community because we feel that there are masterpieces out there that go under the radar but surely deserve much more respect. Speaking of masterpieces, this week we bring you Karambola by Holy Pangolin!
At first, we had a feeling it was going to be one of those classic puzzle games that just make you click around with no defined objective until you reach the end and just forget that you even played the God damn game! Not to mention that Agata, the maker of the game, sent us a link to a browser game. At that point, we were like… meh… That’s when we realized our mistake.
Karambola loaded up and we were presented with an abstract world and absolutely no instructions. Following our point and click intuition, we managed to get to know this intriguing person named Karambola, and entered an unknown world filled with great puzzles and a memorable story.
By solving the puzzles and advancing further through the game we realized that this is more than just a game, it is a story about loneliness, and a message to all those lonely and depressed souls – you are not alone, but also a way for everyone else to step inside their shoes.
Fresh As F#ck interviewed Agata so you can hear her side of the story.
Q : How long did it take you to finish this game?
It all started in January 2014, when I decided to drop my plans of making a comic book and just draw an old, dry bulb of fennel that looked particularly sad, and in my opinion, it was feeling quite useless as if it had a soul. Then I started to draw other anthropomorphic fruits and veggies, but I didn’t know it’s going to be a story for a game until much later. A lot of the time I was just thinking and coming up with puzzles and stories during sleepless nights, but not doing much actual work, while just trying to make a living. So in total, beginning from that very first drawing, it took over 2,5 years, and I guess it took me so long because I didn’t really want it to end, living in my imaginary world with my weird little friends.
Q : What was the hardest part?
For me, the most difficult thing about making a game on my own was…loneliness. That’s what really connected me to my characters, but in the end, it was more and more difficult and I started to reach out to others for help with my game, so I had a reason to meet people and go out. So in a way, I went through the healing process along with my characters, having a very similar adventure of my own.
Q : Why did you decide to share the game for free?
Originally I wanted it to be helpful for other people with emotional problems, to teach them how to deal when your mind is turning against you. Perhaps instead it turned out to be rather a weird visual experience, but I hope that the game can put a smile on some faces, making people feel less alone with their troubles. That’s why I didn’t want to make restrictions for the access to the game. I’ve been always too idealistic and maybe it wasn’t very practical, because in the end I’m left with no money, but I hope perhaps some people can give back, if they can. And generally I hope that the world will be a bit richer with the game in it, so nothing in nature is lost;)
Q : Can we expect more projects in the future?
At the moment I have a small break to figure out what I want and how to make it work in terms of financing, but I hope something will come up. I always have many projects and ideas for different mediums, so I’ll definitely work on something, I’m just not sure yet what it will be. But if there are people that appreciate my work and if I have the budget, then why not a new interactive story?
What can we say, a great person who created an amazing game! Thank you for giving us a chance to play and meet Karambola Agata, it was an unforgettable experience for our gaming team!
You should definitely try Karambola by clicking on this LINK.
You can support the game and get some updates by following Karambola on Facebook.
Also, we want to thank the Indie game developers group on Facebook, without them this wouldn’t be possible.