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My Arms Are Longer Now – comedy stealth game sends lawlessness into new territory

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Toot Games, the Melbourne-based studio, has announced the release of its innovative stealth comedy game, "My Arms Are Longer Now," which introduces a unique premise to the genre. Unlike traditional stealth titles that cast players as spies or thieves, this game places control in the hands of a single, mischievous, and extendable arm. The core concept is simple yet absurd: the arm slithers, steals, and slaps anyone in its path, answering a bizarre "what if" question. Co-founder Matthew Jackson summarizes the player's role as being "the bad thing that happens to the people."

The project originated from a weekend game jam with a "lost and found" theme, where founders Matthew Jackson and Millie Holten sought an idea that would be instantly understandable and humorous. Their solution, a grotesquely elongated arm, proved effective in a single image and set the comedic tone for the entire game. What began as a simple prototype evolved into a full-fledged project focused on delivering jokes, as Jackson describes the game as "a vessel for jokes."

Development has been a three-year process involving significant technical and creative effort. Early in development, the team made the risky decision to rebuild the game from a flat 2D experience into a full 3D environment. This shift was necessary to realize Holten's concept art of the arm interacting complexly with its surroundings. Working with developer Cherie Davidson, they created a procedural, tube-like limb and a physics system that preserves the game's illustrated style.

The game features over 40 speaking roles, voiced by Australian comedians who performed scripted lines before improvising alternatives. Players can also customize the arm's appearance, including its skin tone and accessories, to create a more personal connection. While searching for a publisher, the team was concerned about the game's edgy humor, including the ability to slap an infant. Fortunately, publisher Jackbox Games supported the comedic vision.

The gameplay mechanics draw comparisons to titles like Untitled Goose Game, where characters react dynamically to the player's actions, but with a crucial difference: there are no fail states. Guards may retaliate or beg for mercy, but the player is never punished with a game over. The team prioritized delivering a satisfying comedic experience over adding extensive puzzles, which they felt would obstruct the punchlines.

Looking ahead, Toot Games' ambition for the title is straightforward and focused. Co-founder Matthew Jackson states his ultimate hope is that players say the game was funny. The studio has deliberately crafted the experience to be a "good time, not a long time," rewarding players who explore thoroughly with optional interactions and voice lines. After three years of dedicated work on the game's physics and humor, the team has created a unique entry designed to tickle players' funny bones.

Read original article β†’Source: guardian-tech