Illustration by Michael DeForge
Petrichorphyrex hasten, Nathan Thomas, Dusty is Forever, Leo Bravo
Petrichor - Trailer
+In one or two sentences, describe the main themes present in your game.
Petrichor is a game about patience, reflection, and being purposeful. It's about moving beyond apathy.
+What was the inspiration of the game?
What made your team decide to make this game specifically?
We saw the trends that indie game design has been following and we ran in the complete opposite direction. We love slower games where the satisfaction of playing comes gradually and from within, not from in-your-face hyperstimulation.
+Were there difficult moments when developing the game? What led to those difficult moments? What did you learn from it?
There was a lull in morale around November 2024 where we felt that our effort wasn't adding up to enough. We lost a lot of confidence. I think we learned to give ourselves grace: right now we feel pretty great.
+Were there features you had to remove, and if so, what were they and why were they removed?
The radio used to interact more directly with the world. Sometimes, there were even puzzles. That fell by the wayside as development focused more on our unique movement.
+Talk about your teammates! What was everyone's role?
Leo did a fantastic job directing the narrative, writing dialogue, and giving a face and personality to each of our characters. Phyrex kept everyone on track and did all the beautiful watercolor backgrounds. Zoey did programming for everything, including our shaders. We all had a lot of ideas. We were all the Idea Guy, you might say.
play this game on itch.io
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