Papinkoo cover artwork

Ay Papinkoo!!

Papinkoo is a personal game project I first designed around twelve years ago. It is an escape-room-style adventure inspired by the pixel-art graphic adventures of the 1990s, built around exploration, observation, objects, puzzles and a colourful cast of characters.

The game

The idea is simple: place the player inside a compact world and let curiosity do most of the work. Rooms, props, characters and apparently unimportant details can all become clues. Progress comes from understanding the environment rather than from reflexes.

Papinkoo is meant to feel like a small interactive machine. Objects may have more than one purpose, visual details can suggest solutions and actions in one part of the game can change what is possible somewhere else.

Papinkoo character
Papinkoo gameplay

Twelve years later

The original Papinkoo design goes back around twelve years. I have returned to it several times since then, rebuilding parts of the project while trying to preserve the personality of the original idea.

The current goal is to make Papinkoo multiplatform, keeping the game and its content as portable as possible instead of tying it to a single device or operating system.
Papinkoo bear character

Pixel art and animation

Visually, Papinkoo is inspired by the expressive pixel-art adventures of the 1990s. The goal is not to reproduce one specific hardware limitation, but to keep the readability, silhouettes, colour choices and visual economy that made those games so memorable.

Animation follows the same idea: relatively small movements, readable poses and exaggerated reactions rather than huge numbers of frames. The interface and main menu also follow the same visual language, keeping the presentation close to the game's pixel-art identity.

Papinkoo animation

The text-adventure version

Years after the original design, I also created a conversational text-adventure version of Papinkoo. Instead of navigating the world visually, the player interacted with it through written commands and descriptions.

That experiment was useful because it forced rooms, objects and interactions to work as ideas before they worked as images, and it gave me another way to explore the same world.

Papinkoo text adventure

Papi Creator

Alongside the game I am developing Papi Creator, a custom editor built around the needs of Papinkoo. Its purpose is to keep project-specific tools and content in one place, so recurring tasks can become part of the workflow instead of being repeated manually.

Papi Creator is intentionally focused and lightweight. It is not meant to be a general-purpose engine editor, but a tool shaped by this project and by the way I prefer to work.

Papi Creator editor

PapiVox

PapiVox grew out of the same wider Papinkoo ecosystem. It started as a voxel-related tool connected to the project and has evolved into a standalone voxel editor with scene creation and frame-by-frame animation.

This section is now split into two views: one focused on the voxel game/content side and its objects, and another focused on the Papivox editor itself.

PapiVox game and item view
PapiVox editor