Armikrog is a point-and-click adventure game that harkens back to the heyday of the genre. Inspired by LucasArts classics like Grim Fandango, Pencil Test Studios wanted to create a true adventure/puzzle game that forces you to think and remember. Armikrog is about Tommynaut and his faithful companion Beak Beak, who crash land on an alien planet and find themselves trapped in a weird fortress known as Armikrog. Tommynaut and Beak Beak have to work together to escape the dangers of Amrikrog, but also learn its secret history while doing so. 

The game’s animation was painstakingly created by hand, using stop-motion animation, just like The Nightmare Before Christmas, Coraline and many other movies, which gives it a very unique look. It isn’t a very common art style seen in games.

Speaking to GameSkinny, Pencil Test Studios co-owner, Mike Dietz opened up about the game’s lengthy development cycle, the animation, voice actors, and the challenges the team faced.

GameSkinny: The game was supposed to release September 8th, but you guys announced a short delay until September 30th to iron out the bugs. Was this a tough decision to make?

GameSkinny: Going back to the first days of Armikrog, where did the idea for the game come from? I imagine it was very different in its embryonic state, or maybe you had a clear vision from the outset.

The story and details of the game changed considerably during development, which is normal for any kind of creative production, but the initial idea of an astronaut and his buddy crash landing on an unknown planet and becoming trapped in a strange fortress was the thread that tied everything together all the way through.

Armikrog’s protagonist, Tommynaut

GameSkinny: Armikrog has a very distinct art style. It’s a very eye-catching game that harkens back to TV and movies from the 80’s and 90’s. What was the inspiration behind the Claymation art style? (Beak-Beak reminds me of Frankenweenie!)

Aesthetically, The Neverhood was based on a series of paintings created by Douglas TenNapel called A Beautiful Day in the Neverhood. Those paintings, and subsequently the art direction of The Neverhood and Armikrog, were all influenced by the work of the early 20th century era comic artist George Herriman.

From a gaming perspective, the old LucasArts games were a big influence, as well as the old Myst games. Those guys invented and perfected the genre.

The Neverhood, released in 1996

GameSkinny: You guys actually used classic sculpting and stop-motion animation to create the look of Armikrog?

GameSkinny: What were some of the complications you encountered in the making of the game, as it pertains to the art-style?

That said, in my opinion, the visual results that can be achieved working with real, physical materials like clay are stunning and far outweigh any and all of the disadvantages.

Ed Schoefield & Mike Deitz working on the stop-motion animation

GameSkinny: You managed to get Jon Heder, Rob Paulsen, and Michael J. Nelson to do voice work for the game, how did that come about? And what did they bring to the game?

GameSkinny: As mentioned, several members of the Pencil Test team worked on Earthworm Jim and The Neverhood, the lineage of those games is still very clear in Armikrog. How would you say those games have influenced, if at all, the making of Armikrog?

GameSkinny: You already alluded to this, but Armikrog was funded on Kickstarter for over $900,000. That isn’t a ton of money considering all of the sculptures, stop-motion animation, voice talent, and of course the game development. Has funding been an issue or was it thoroughly planned out with the stretch goals helping add the actors?

The other influence EWJ and The Neverhood had on Armikrog is the fan base. Without them Armikrog would never have been made.

However, we were committed to keeping the project and our company independent, so we stretched the budget as far as we could and also invested in the game ourselves.

Deitz working with a friendly-looking creature

GameSkinny: Even before the game came out it had been covered by MTV, Game Informer and even Rolling Stone. Furthermore, fans have really taken to the game, sending you some great art on Twitter. How has the reception been for you? Did it add to the pressure to deliver a great experience?

GameSkinny: As mentioned, the game is set to launch on STEAM on September 30th, any news of a PS4 or Wii U release date?

GameSkinny: Anything you want to add?

Amrikrog is available now on Steam and the link to our review of the game is at the top. Stay tuned to GameSkinny for any news on a console version of Armikrog. Let us know what you thought of the game below!

Pencil Test Studios talk Armikrog  The Neverhood and the tribulations of game development   Armikrog - 59Pencil Test Studios talk Armikrog  The Neverhood and the tribulations of game development   Armikrog - 54Pencil Test Studios talk Armikrog  The Neverhood and the tribulations of game development   Armikrog - 91Pencil Test Studios talk Armikrog  The Neverhood and the tribulations of game development   Armikrog - 20Pencil Test Studios talk Armikrog  The Neverhood and the tribulations of game development   Armikrog - 29