Formship

Formship Games / Studio

Pick one rule. Spend the rest of the game making it fair.

Formship started as a software company and still is one. Formship Games is where the same company makes games: one designer who programs and paints, and collaborators credited by name on every game they touch.

One rule you can say out loud

Each game starts from a rule a player can repeat after one match. In Spare Knight, attacks never miss. In ThunderBashers, spinning is the only verb. In I Won't Be Abducted, the boy's kit never changes and only the night gets harder. The rest of the work is making that rule feel fair, and that work is mostly about what the player can see.

The drawing is the slow step on purpose

Characters are drawn by hand: Spare Knight's painted cast, the papercraft standees in I Won't Be Abducted, the zombie portraits in Undead Signal. Tools exist to make everything around the drawing fast, so a finished frame reaches the game in under a minute.

Ship small, then fix what players could not read

Every game here has a playable build first and an update after it. The updates come from watching people play: an interface that was hard to read, a boss nobody understood, a ball that killed without warning. Spare Knight is the first one going further, from a browser alpha to a full desktop game.

Label
Formship Games
Company
Formship LLC
Based in
Orlando, Florida
Founder and designer
Christian D'Albano
Engines
Phaser, Unity, Godot
In development
Spare Knight