Polarium by Narrow Monolith. Via public support, we hope to integrate a greater feature list and make Polarium the best it can be.
Polarium by Narrow Monolith. Via public support, we hope to integrate a greater feature list and make Polarium the best it can be. Read more
About this project
Polarium is an abstract puzzler with a simple premise. You must guide a glass cube along a set route of black and white tiles, whilst polarising the background to protect the cube from being destroyed.
This intense and rapid gameplay mechanic, revels in the same class as classic SHMUP Ikaruga, but has the pacing of slower, cerebral games such as Portal.
Development started in December of 2012, with hopes of completing development in late 2013, in time to submit to IGF 2014. We are a team of three UK-based guys, with an evenly-distributed work load. We are dedicated, love the thrill of the challenge and love waking up every day to bring fresh new gameplay ideas to our little title.
We have been in talks with Richard Vreeland (the composer of FEZ's soundtrack), who loves the game and is willing to score an entire soundtrack for Polarium, should we reach a certain funding milestone.
We are submitting our latest build for inclusion into the 2013 IndieCade festival, in the hopes of driving up the interest in Polarium and starting an exposure landslide.
We have many ideas for gameplay mechanics and ideally, we'd love to have a Co-op mode right out of the box for Polarium in addition to the Single Player component, as we feel PC local Co-op games still have a market!
- 100 (planned) Puzzle Constructs
- Mark Meer (the voice of Commander Shepard) to record the dialogue for our tutorial!
- A planned level editor mode
- Upon completion, a new 'Extreme' tier of Puzzle Constructs, each with special conditions
- A planned split-screen Co-op mode
- An ethereal soundtrack (if certain milestone is reached, the composer of FEZ will join the team)
Risks and challenges
Certain development hurdles must be taken into account. Some are completely unavoidable (such as having to work part-time on the game at the moment and having to work out of one, cramped room), whilst others can either be achieved through public financial support or with enough full-time attention to the project.
We are confident enough, that we are on track for sucessful project completion in around two years (maximum) at this current rate of work. We are always dedicated, but additional funds would help us achieve our goals a lot faster.Learn about accountability on Kickstarter
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