IndieCade Europe:
October 30 - 31, 2017
Paris, France

IndieCade East:
December 1 - 3, 2017
New York City

Mrs. Wobbles & The Tangerine House: Enter the House

Mrs. Wobbles and the Tangerine House: Part 1 "Enter the House" features the storygames set in a magical foster care home run by a woman who may or may not be a witch. Players guide the foster children through challenges that help the children deal with their sense of loss by taking them on fanciful adventures.

About Mrs. Wobbles & The Tangerine House: Enter the House

Mrs. Wobbles and the Tangerine House: Part 1 "Enter the House" features the storygames set in a magical foster care home run by a woman who may or may not be a witch. Players guide the foster children through challenges that help the children deal with their sense of loss by taking them on fanciful adventures.


Trailer

Screenshots


Developer Info

The Marino family authors include Mark (aka Papa) and his daughter and son. We write on days off, evenings, and summers. Any time school is out! The kids and I dream up the stories together, but my job is to write the actual prose and to adapt Ian Millington's Undum system to this purpose. My kids help with QA, overall direction, and playtesting. Brian Gallagher did the illustrations based on photos of my kids posing around the house and in the yard.

Developer's Artistic Statement

More than anything we want the Mrs. Wobbles storygames to help kids develop their love of reading. The first selection from the Mrs. Wobbles stories is designed to offer a touching and humorous tale to middle grade readers (age 7-12), by sparking their imaginations while also tugging at their emotions. These are not 2nd person CYOA. They are 3rd person because we want the kids to get attached to these characters and their struggles. Everything from the look and feel to the prose to the artwork by Brian Gallagher is meant to convey a bookish quality. The point system rewards kids for reading more.
As a forever family, we wanted to write stories about foster children and their experiences. This game includes characters who have lost something dear to them on the way to foster care. Kids help them to overcome this loss.
Unlike a lot of interactive games, we tried to limit the choice points to ones that were fun and meaningful but not just for choice sake. Our goal is to maximizing empathy and immersion. Rather than overload the tale with choices, we try to find the right moment for a choice and try to maintain narrative coherence.

We also wanted to create a look and feel that spoke to kids' love of books while giving them choices that were fun and meaningful. To achieve this, we've decided to keep the story choices more limited in the hopes of maximizing empathy and immersion. Rather than overload the tale with choices, we try to find the right moment for a choice and try to maintain narrative coherence. Also, we want the main focus to be reading rather than gizmos and dings.

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