

Ruok King of the Hill tower defense game with a non explicit subversive light visual narrative. We set out to create a game-jam game based around the theme Bastion and we settled on creating Ruok in under 43 hours. The desired end result was that we wanted players to realize that to win Ruok you would need to leave your bastion defenseless and let what the player thinks are enemies (which are actually healing the players heart) pass and hug the heart of the player. Symbolizing letting go of your...


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