Procedural content generation? Pah. Cardboard and cotton wool. No, really:
The Dream Machine is a point & click adventure game made out of clay and cardboard.
You play as Victor and Alicia, a couple who’ve just moved into a new apartment. While trying to get settled in, they soon discover that all is not as it seems in the quiet, unassuming apartment building…
In order to differentiate it from most other games out there we decided to steer as far away from all things polygonal as possible, and are actually building all the environments, props and characters out of clay and cardboard.
The Dream Machine is almost an exact opposite to .kkrieger, the procedurally generatedĀ 96kĀ game. While .kkrieger can only run on the X86 architecture (it’s written in assembler), The Dream Machine uses Flash so everyone can experience it. Score!
I guess this is the right time to say that I find clay or plasticine worlds kinda freaky. Wallace and Gromit are fine (at a push) because their world makes sense and it’s safe and colourful and clean, but I’ve seen far too many modelled worlds where everything is not fine at all and toilets run around to bite your ankles, doors open to parallel hell dimensions and everything is scary! Blame Beetle Juice.

Thanks for sharing, the game looks very nice.
The think I liked most is not how they made the graphics but that they will use statistics based on people’s interactions with the game to improve it’s gameplay. I think it’s a very clever decision and should be considered by other developers.
And just a minor fix. .kkrieger is not written entirely in assembler.
From the readme:
“.kkrieger is not written in 100% assembler/machine language. Not even nearly. Like the vast majority of game projects being developed today, .kkrieger was mostly written in C++, with some tiny bits of assembler.”
Shame on me! Fact checking isn’t my strong point, clearly!
Still, 96k is amazing even in C++.