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The whole game will unfold in the inner world of a boy who once saw several clowns at a fair. Their images secured by support of Depression are making their way into the depths of his consciousness through the nightmare, meeting Jimmy’s memories on their way, anxieties and bright images. Will the clowns be able to supplant all objective fears of Jimmy and take the place of his main horror?

- A huge map of Jimmy’s consciousness, woven from abstract images and half-forgotten memories;
- Classic and hand-drawn frame-by-frame animation;
- Dynamic battles with combo attacks and a variety of unique abilities;
- Information about the process of the formation of new phobias and the nature of human consciousness;
- Memorable enemies, whose images reflect what Jimmy saw in the real world;
- The answer to the question: does a phobia always cause irreparable harm, or can its presence change life for better?

The game is developed by one person - Slava Gris, inspired by music from Expecte Amour. Fearmonium is a mix of skills of self-taught artist who has received the master's degree of Psychology.
Fearmonium - Mechanics Showreel
Who said that walking on feet is the only way to navigate in metroidvanias? This short video demonstrates the variety of ways to explore Max's consciousness.
I played tons of metroidvanias I want to note the extreme scarcity of modes of movement in some games of this genre. While linear platformers most of the time can offer a big variety of mechanics in metroidvanias player is forced to run and jump all the time till the end of the game. I decided to dilute the running around with a bunch of other ways to move around the map.
[ 2020-10-22 19:47:44 CET ] [Original Post]
Minimum Setup
- OS: Steam OS 2.0 / Ubuntu 14.04 LTS (64-bit)
- Processor: 2 GHzMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: OpenGL 2.1-compatible. 512 MB video memory. framebuffer object support. E.g. Intel HD 4600 or better.
- Storage: 500 MB available space
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