OMOCAT has been injecting our hopelessly drab world with technicolored nostalgia and stylish badassery for years, but this past Spring the artist surprised us with something we never knew we really wanted: a full-blown, 100% OMOCAT-fueled RPG adventure. Funded within days of its Kickstarter announcement, OMORI proved to be a rousing success as the game shattered stretch goals left and right (including a 3DS port!!) and amazingly amassed over $200,000.

Here we are just a few months later and OMOCAT herself so graciously spilled the beans to Always Nintendo about her experience thus far, OMORI‘s classic influences and steady progress, and there might even be a little something about a certain icy treat for some delicious added texture.

Trace: For the uninitiated, what is OMORI?


“…[OMORI] lives in White Space along with his cat, laptop, blanket, and tissue box.”

OMOCAT: OMORI started off as an original character. He’s a very depressed boy who wears a black tank top and striped boxers, and he lives in White Space along with his cat, laptop, blanket, and tissue box. He was just a reoccurring character within my work, but I felt like he needed to be part of a story so I created one for him. I had first intended the story to be told as a graphic novel (mostly because I couldn’t even imagine making a game to be possible), but I realized that I wanted the audience to be able to interact with the story, so I held off on it. Some time passed and suddenly I realized that it was possible for me to make a video game, so I gathered my team and here we are!

Trace: What’s it like directing, writing, and illustrating a game for the first time?

OMOCAT: It’s a really fun experience! A lot of work goes into it, and there’s a lot of problem-solving, but nothing I’m not already used to. Before OMORI, I was used to handling everything myself, so I’m really happy to have a team.

Trace: What made you want to develop this character’s story into a full-fledged game over one of your other creations like Pretty Boy or doing something entirely original?

OMOCAT: OMORI is a lot more personal to me… actually, it’s dangerously personal. I created Pretty Boy over one night, but OMORI was an idea that has been breeding in my head for years. Pretty Boy’s story is already finished, but OMORI’s story hasn’t been told yet!

Trace: OMORI’s world has become decidedly more surreal and psychedelic since his first appearance way back in 2011—did you always have these elements in mind or did they just emerge as you continued to tinker with the narrative?

OMOCAT: Actually, all the surreal and psychedelic came with a particular illustration that I created where I gave myself the prompt: #1) draw what you imagine, and #2) you cannot use reference. A while later, I was invited to be a part of an indie comic anthology called Nobodies V.2. and decided to use OMORI as my subject for my comic. I created four illustrations that expanded on this world and I just fell in love with it, not to mention it was really fun to draw!

“Or maybe, I’m just a sucker for cult classics.”

Trace: Since there’s definitely a very Earthbound-y vibe emanating from this project, I gotta know: did the MOTHER games inspire and/or help shape what would eventually become this Kickstarter project? As a long-time fan of your work, I think I already know the answer, but I’d still love to hear your thoughts on the series.

OMOCAT: Yes!! I absolutely love MOTHER. Actually OMOCAT, is written in all capital letters as an homage to MOTHER. It’s one of the only series in which I am proud to be part of the fandom. It’s a game in which I think the creators had as much fun making it as people have playing it, and as a creator that’s very inspiring. I’m sure many others will say the same! The MOTHER series also gave me a lot of courage to go forward with this project. From what I hear, the MOTHER creative team wasn’t really sure how to make a game—none of them had really done it before—and I think there is a great charm that comes from taking ideas that are not typical to the gaming world and putting it in a game. We hope the team will be able to pull that off with OMORI!

Trace: This project also seems very inspired by lesser-known RPG Maker titles like Yume Nikki and OFF, so in what ways have these types of experimental, genre-mashing games influenced OMORI?

OMOCAT: Definitely. To be honest, I think of OMORI as a mash between Earthbound and Yume Nikki. I just love how experimental and raw these games are. They also have a very personal element to them that I definitely want to keep in OMORI. Or maybe, I’m just a sucker for cult classics.

Trace: This is sort of a big question, but in what ways does OMORI subvert the conventions found in other RPG and horror titles? In other words, what do you think makes your game stand out from the rest of the crowd?

OMOCAT: OMORI is going to be more personal than other RPG and horror titles—everything is coming from one mind and specific point of view. I’m not sure if this is common, but I’m viewing the game as an art piece and I’m just using game-making as a medium to provide my experience. I’m not forgetting that it’s a game—it’s a top priority to make sure this game is fun and enjoyable. However, I think story will be the main focus, and the gameplay will add to the story and make it better.


“I’m not sure if this is common, but I’m viewing the game as an art piece…”

Trace: Here’s an easier question (maybe): how did you wrangle Slime Girls AND Space Boyfriend–both super stellar musicians–for this project’s soundtrack? Did you get in touch with them or did they reach out to you?

OMOCAT: We had already known each other from before and I literally just asked them one night over Skype to be a part of the project. That week, we met up in LA and talked about the project and they were excited and I was excited and that was pretty much it!

Trace: Were you surprised when OMORI crossed the $200,000 mark? The proposed funding goal was only $22,000, after all. I’d imagine everyone was pretty jazzed.

OMOCAT: Yes, I was really surprised actually! I think we gained an incredible amount of supporters in the last 48 hour, which I hear is common for Kickstarter, but you’re never sure until it happens! The Kickstarter definitely exceeded my expectations. I’m still in shock about it actually!

Trace: What made you decide to announce stretch goals for handhelds instead of consoles like Wii U or PS4?

OMOCAT: I just like handheld games. I’m not sure if there’s much to elaborate with that. A handheld game allows for a more personal experience, and also I really enjoy playing handheld games at night in bed before I fall asleep.

Trace: Speaking of handhelds, I’ll bet bringing the game to 3DS is an interesting process all in itself since RPG Maker is mostly associated with producing independent games for PC. How is your team approaching the development of the 3DS port and will you be implementing any specific features for this version?

OMOCAT: We will be pretty much remaking the game for the 3DS port. As far as special features go, I haven’t thought that far into it yet. For now, I’m more focused on creating a really good PC game!!

Trace: Would you ever consider doing another game once OMORI is all said and done?


“I was busy with multiple projects over the summer…but I’m ready to spend the end of this year and all of next year on OMORI!”

OMOCAT: I thought about a spin-off, but I have a lot of other non-game-related projects in mind. If I was to create another OMORI game, I would want it to be created in the same fashion as this one, which means I would have to be the one creating all the assets and writing all of the story. It’s very time-consuming for me, so I’ll have to hold off on answering that and see what happens in the future!

Trace: When can we get our paws on OMORI anyways?

OMOCAT: I’ll release more information about that when we get closer to release. Right now, we are aiming for November-December 2015. I was busy with multiple projects over the summer, so production was slow at the time, but I’m ready to spend the end of this year and all of next year on OMORI! It’s really exciting!!

Trace: And that about does it! Any else you’d like to say? Shameless plugs are always welcomed here.

OMOCAT: Work hard!!!!!!!!!! Follow your dreams!!!!!!!!!!!!!!!!!!

Trace: Oh, final question: favorite kind of popsicle?

OMOCAT: This is probably the hardest question. If I had to choose, it would probably be something tarty like yogurt…

Find more about the OMORI Kickstarter here, and be sure to swing by OMOCAT’s website and blog while you’re at it.

And here’s some Groose because everyone loves some Groose.

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About The Author

Former Co-Editor

Trace Wysaske lives somewhere in Washington, and when he isn't compulsively hunting Green Stars or felling the Lagiacrus, he's writing about everything from forlorn Japanese teachers to well-mannered crows. He still needs to play Ghost Trick.