Paperbound is a twitchy, local multiplayer brawler with levels and characters from the pages of old books. Each player's gravity direction is independent of the others as you walk up walls and flip your gravity with a button press. You have 360 degrees of freedom to fly around the map as you wish.
Run with scissors and walk on walls in a variety of game modes (Capture the Quill and Long Live the King are fan favorites!) that play to the navigational challenges that the gravity mechanics present. Three different weapons (scissors, ink bombs, and melee weapons) interact with each other to provide strategic and hilarious options.
I love playing with physics, especially when there's a chance to subvert our normal comprehension. I also have a bit of an old-school mentality with emphasis on quick decision making, nimbleness, and competition purity. Paperbound was made to combine these elements, as well to simply provide a way for friends to have fun gaming together like I did as a kid playing N64 games with my friends.
Classic literature provided ample material for inspiration in order to break away from more common themes present in video games.
Paperbound is a game that tries to give you the maximum amount of fun in the shortest time possible...no need to level up your characters or memorize massive move lists...just the intrinsic reward of the core gameplay.
Paperbound was made with a core team of 5 people--one game designer/programmer, two environment artists, a character artist, and a composer/sound designer. We all worked remotely (some of us on different continents) and communicated via Skype and email. Most of the team had never worked on a released game before, and one environment artist was still in school.
It was important for each person to leave their mark on the game...to "own" it and feel like it's their game. Within some loose constraints set by the game's themes and books, the artists and composers had free reign to experiment in their areas.