The Game Developer Network

GaMaYo 25 Showcase Vextorial by Vext Games.

At WX, Wakefield over 60 games will be demoing, along with 400+ developers, game industry publishers, investors and platforms in attendance for GaMaYo 25! Join us on the 13th of November for a day full of demos and round tables.

This event is brought to you by Game Republic along with their Official Partners Barclays Games and CreativeXsolla and Red Kite Games, with event sponsors Plus Accounting, Escape TechnologyHP and AMD.

Today we are looking at ‘Vextorial’ which is confirmed to be at the event, from Vext Games!

 

Vextorial by Vext Games

 

What would be your description of your game?

 

Vextorial is a mind-bending puzzle-platformer where you swap between 2D and 3D perspectives and twist gravity itself to solve impossible puzzles, explore a surreal, ancient ruin suspended in shifting dimensions, and uncover a mystery only you can piece together.

 

How did development start? (Were there any key inspirations or ideas that drove you?)

 

Development started as part of the Tranzfuser project, for graduates to make games. We were then selected by the UK Games Fund for additional funding. Various other games inspired Vextorial but it began life as a prototype project of our team leader Timothy who decided to carry it forward into the Tranzfuser program and beyond.

Tell us about the team behind the game?

 

We’re a multicultural team of various genders and ethnicities and nationalities, but we’re based in Manchester. Initially the team was made up of Manchester Metropolitan University graduates but we have gradually picked up some more help from various different places. Our main team is comprised of:

Timothy, our team lead and lead developer

Emily, our lead designer

Sammi, our Artist

Kunish, another developer

Adam, Narrative, designer, and developer

 

What kind of experiences do you hope to bring players?

 

Our philosophy for puzzle design has always been that we want to provide a challenging but more crucially rewarding experience. Our goal in presenting the player with challenging puzzles in a bizarre world is not to make them feel stupid, in fact it’s quite the opposite. Our players often remark they feel really clever overcoming such strange puzzles and our level design philosophy has always been to prioritise creating this kind of experience through level and mechanical design.

In 10 words or less, highlight the appeal of the game?

 

Explore a strange new dimension, solve puzzles, and have fun

 

Any links to access/wishlist the game?

 

https://store.steampowered.com/app/3068710/Vextorial/

 

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