

Ī sequel, Gish 2, was in development "for a couple months" at Cryptic Sea by November 2007. Gish Mobile, a version for J2ME, was developed by Hardwire and Erphenic Studios, published by Pixalon Studios, and distributed by GlobalFun. Reflexive Entertainment distributed the game through its online game portal, Reflexive Arcade, starting in 2006.
GISH FURNITURE MAC OS X
Another Mac OS X version, compatible with all variants of the operating system, was released by Cryptic Sea in December 2007. Ĭhronic Logic disbanded shortly after Gish 's release, which cost the game potential publishing deals, McMillen later joined Austin at his news venture, Cryptic Sea.
GISH FURNITURE WINDOWS
Gish was released for Microsoft Windows on May 4, 2004, and ported to Linux and Mac OS X on August 2, 2004. The total development time was eight months. Austin also cited self-imposed crunch time as an issue during development. Using Adobe Photoshop and Macromedia Flash, McMillen designed original characters, including 36 enemies, which later had to be reduced to 16 due to time constraints.

and Pitfall!, which they played during the production. They were driven by the "make it fun" principle of games like Super Mario Bros. The second half covered "everything else", including the level design, which was changed multiple times, and a level editor. Austin used the MS-DOS Editor to write the source code, compiling it with Visual C++. The first focused on the physics and issues with collision detection. The development process was split into two halves.

They came up with further ideas and discarded those that did not work, such as the original plan of giving Gish an arm to swing with. Over a longer time period, the developers were able to test out several concepts. Alex Austin, the lead programmer, was initially against the idea until McMillen convinced him of the concept. The game was the idea of Edmund McMillen, Chronic Logic's artist and designer, as the company was looking for a new game concept that used the physics from its previous puzzle video game, Triptych. Gish was developed by Chronic Logic-an indie game studio based in Santa Cruz, California, and founded in 2001-without external funding. If the player fails, Brea burns to death in the lava pit and Gish goes on to live a life of celibacy, "volunteering most of his time to charity organizations that specialize in bringing lava awareness to the mainstream." In the latter case, Brea's picture is crossed out from the final group photo of the game. If the player succeeds, Brea and Gish escape and become famous entomologists, as well as the world's first legal inter-species marriage. After Gish defeats Hera, he must rescue Brea. Gish rejects her, and Hera threatens to drop Brea into a pool of lava. Gish fights through several levels of enemies in the sewers of Dross until the final boss appears: Hera, Gish's former classmate who has an unrequited affection towards Gish. Gish is a ball of tar who lives happily with his human girlfriend Brea, until one day a mysterious dark creature kidnaps her. Gish's abilities can be combined for use in certain situations - for instance, while both sticky and slick he can climb walls without grabbing loose objects, and while slick and solid he can slide downhill at high speed. To jump, Gish must first compress his body, then expand to launch himself into the air. Being in solid state turns Gish's body into a rigid weight, allowing him to push any object he might have squeezed under, fall faster, squash enemies, smash breakable platforms, sink in water, and resist being run over. Becoming slick makes Gish slippery and frictionless, letting him slide down pipes and squeeze out of being crushed at the same time getting under objects. When sticky he can climb up walls, stick to ceilings, and plant himself firmly to a solid object. Besides movement, Gish has four abilities: becoming sticky, slick, solid, and jumping/expanding.
