

Lobanov is candid about how the game's exploration and puzzle components were inspired by top-down Zelda games, but it's the art that's the core of the game. Conversely, you might later need to erase that color to shrink the plant again, as its large size might block a path you need to walk through. Much of Chicory's exploration and puzzles are tied to your use of the brush, with different environments reacting to the application of color in distinct ways.įor instance, a small plant might grow instantly when colored in, allowing it to be used as a platform to cross a gap. The puzzling and adventure elements are combined – the entirety of the game’s world acts like a coloring book, where you can use a brush to color literally everything you see. Playing as her janitor and number one fan, you take up her brush and fill in the world's color again as you adventure around and try to uncover what happened to her. The current wielder, Chicory, is a beloved celebrity, but at the start of the game she vanishes, and all the world's color goes with her. It's a top-down adventure game set in a black and white world, where a "wielder" is appointed to use a magical paintbrush to color it all in. Yet there are no, or very few, games that explore that space."Ĭhicory interprets that philosophy quite literally. Everyone loves doing this at some point in their lives. It's sort of surprising to me also, because playing notes on a piano and making music or just getting a box of crayons and drawing on paper, that's something that is fun for people of all ages. "I haven't seen a game that plays these concepts in that way, a game that's literally, you just draw all the time everywhere on things, and the game is about that drawing. "With Wandersong and Chicory, the mechanical starting point for both those games was a creativity mechanic like making music, making art, and trying to make a game about that," Lobanov says. While Chicory is a very different game both mechanically and narratively, it still has those same roots in the challenges and struggles of being a "maker."

His first big breakout game, Wandersong, helped him find his focus on non-violent games and creativity.
#CHICORY A COLORFUL TALE ART FREE#
He's made and finished around ten games so far, starting out with simple free titles and gradually moving into more complex RPGs. Lobanov is an independent game developer from Philadelphia, now residing in Vancouver. And all I ever talk about with everybody I know, it's just like, 'What are you working on?', and 'What is inspiring you?', and 'What are your challenges right now?' So in a way it feels very personal to make a game that's about that conversation in that space, because it's just what I'm thinking about all the time." "It's probably the main way that I relate to other people, like all of my friends are also creative people. "Making stuff is a huge part of my identity," Lobanov says, speaking to IGN.
