How does it work?

You are Wilmot, the employee at A5 Logistics who is responsible for organising and storing all of the products in the warehouse. These products arrive in a random jumble from the back of a lorry, and must later be located and handed to your co-workers when the service hatch opens.

How you arrange them all is entirely up to you - organise by colour, type, the Dewey Decimal System, or some wild format that only you understand - it’s all good! Just remember where you put everything, because when the service hatch opens, you’ll need to find the things people want quickly, in order to earn the coveted Performance Stars required for all manner of upgrades to improve the warehouse.

“I would like to think that most good games were also quite playful to make.”

“I didn’t have any strong vision for what kind of a game it might be. In fact I deliberately avoided that kind of thinking and instead focused on a more practical and achievable goal of just making a bunch of visual elements that would hopefully make some kind of an interesting game.“

Designing a game
without computers

“I proceeded to draw hundreds of square tiles representing different things. While doing this I started playing with ideas about how these things could be similar and different to each other. Thematically, visually, color-wise etc. A mini ecosystem of interconnected visual elements began to evolve. Some in clear groups, linked by color or some kind of obvious motif,  some in thematic categories of varying obviousness, and some oblique, esoteric connections that probably only make sense to me. Most things are in more than one category and some things are deliberately in no category at all. Inconsistencies and contradictions were embraced and nurtured.”


“We didn't want everyone's experience of the game to be 'I played it until I got bored/frustrated, and then stopped'. Also, keeping players on the hamster wheel doesn't feel ethical.  Time is precious, and as game designers, we don't want to waste it. Building in meaningful, satisfactory off ramps feels like a thing more games should be doing.“

“Why do I love it?

...because it is like life. Real life works in exactly this same way. Life throws challenges at you and you have to deal with them but how well you deal with them often affects the nature of subsequent challenges. ”

Richard Hogg is an artist and designer based in Hastings, UK. Hollow Ponds is an independent game developer based in London, UK, and run by Ricky Haggett. Richard and Ricky have been collaborating to make video games together for 12 years now.

Music and Audio by Eli Rainsberry. Additional programming by Ruari O'Sullivan. Published by Finji.

Learn more here