Lost Toys is a game that is about walking away satisfied, not necessarily about having fun.

Where many games on tablet and mobile play up  the social aspect, Barking Mouse Studios chose a different tact with their first game. They’ve bucked many of the competitive aspects inherent in many video games and made something that caters toward introverts.

Danielle Swank, developer of Lost Toys, described it as a rotational game where you simply fix things. The game takes place in a distressed room where the player is tasked with putting a broken toy back together with the pieces presented to them.

Lost Toys Secondary

“There is no timer, no scores,” Swank said.. “You can undo as many times as you want. It’s the opposite of social media.”

The game is slated for a soft launch on Oct. 8, which means it will be available in New Zealand, the Philippines, Australia and New Zealand first. Lost Toys will be released in the U.S. on Oct. 22

The game is supposed to be meditative in some ways. There is satisfaction that comes with taking your time to explore each piece, see how they fit together then figure out what it all means when the finished product is on screen.  “I don’t necessarily want it to be an open casual game where you share scores,” Fleming said. “Sometimes you just want to decompress a little bit.”

Barking Mouse Studios is comprised of two people — Swank and partner Jim Fleming. After years of working on mobile apps, they decided to make their own game. Swank described herself as an artist and self-taught developer while Flemming described himself as an engineer and self-taught artist.

Their philosophy behind lost Lost Toys was simple— make the type of game they envisioned themselves playing.

“We’re introverts that wanted to make a game we wanted to play,” Swank said. “We see a lot of games in the App store and we know what we like to play. What is out there isn’t necessarily what we want to play.”

They came up with the concept during a visit to the Exploratorium, a science and art museum in San Francisco. The inspiration was an art exhibit that played with perspective. Lost Toys 3

“You look through this box and there are all these strings hanging down,” Fleming said. “When you look straight on it looks like strings, but from the side it looks like a chair.”

The story behind the room and the purpose for playing Lost Toys is intentionally ambiguous. “It should be up to whoever is playing it so (Lost Toys) is a non-specific narrative,” Swank said. ” It’s so everybody can put their own spin on it.”

Both developers had their own interpretations about what their own game is about. Swank said she thought of it as a non-scary horror game. “It’s creepy and eerie, but it’s also hopeful because you go through and make things better,” she said.

Fleming was more specific about his explanation. “It’s a sad story,” he said. “There was a fire and it’s about restoring and recovering from a tragic experience.”

Story is also told through toys themselves. In the beginning, toys are for young kids and later levels include toys fit for older children. “We wanted toys your parents played with,” Swank said. ‘It’s all wooden blocks; that kind of thing. Chapter two is more elementary age toys like rocket ships and a dinosaur.”

Lost Toys is the type of game you rarely see on mobile and tablet, which is why it seems so refreshing. It’s a game that isn’t about creating tension as it is about releasing it, which is the biggest draw.

“I want players to be engaged. It’s not necessarily a fun experience, but a satisfactory one,” Swank said. “It caters to people with OCD that get some level of satisfaction from aligning things just right.”

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Jose is a straight shooter who always goes the paragon route. He joined the team at Indie Haven to spread the word about indie games all across the galaxy. When not aboard the Normandy, he lives in the San Francisco Bay Area playing video games and plotting ways to rid the world of games like Colonial Marines.

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