Teachers and Therapists

At Nomnivore, we believe that games can be a force for good.

All of our core products are intended to have both educational and therapeutic applications, from teaching students to read to helping people cope with PTSD and high anxiety.

From building skills to friendships, our three core games are structured so they can be used as a progressive educational tool.

Dyslexia & Visual Impairment

Reading Made Easier

Starting with Snack Attack, we replace words with symbols, making it accessible to students regardless of their reading level.

From there, Dungeons & Dinos mixes together that iconography with a dyslexic-friendly font to make words easier to read.

EMBERWIND builds upon the systemized language introduced in Dungeons & Dinos along with extensive iconography to communicate key concepts, allowing students to level up and learn how to read regular fonts with less difficulty!

There are other accessibility points as well, such as Snack Attack even features pinhole braille for the visually impaired!


Keeping Players Engaged

Many modern game systems can be overwhelming at first glance. Our games, on the other hand, are designed to onboard new players in a gentler manner, using principles like the rule of threes to eliminate option paralysis. That results in games that allow people to learn as they play, beginning with simple concepts before easing them into more intricate gameplay systems.

By practicing through play, we engage more areas of the brain too, making recalling rules easier and frustration a thing of the past.

Even more, our games feature animated tutorials so that kids and adults can learn our games in whatever method best fits them.


Opt-in Gameplay

By flattening the learning curve, and giving players the ability to opt in to more advanced systems when they're ready, even our most complex games do a great deal for players with high anxiety.

To take it even further, those very systems are modular in nature, allowing people to gravitate toward the gameplay elements that are the most intuitive to them.

Only once the player is ready, are they're invited to try more of the game and learn more about what they enjoy.

PTSD & Trauma

Collaborative Discourse

EMBERWIND deals with mature subject matter and involves the player taking on different roles and stances within a party.

EMBERWIND is also designed to be collaborative in nature, encouraging people to work together while at the same time challenging them to find their own individuality within the group.

In turn, that gives people the opportunity to have their own opinions, but also an environment where players are prompted to try to understand one another's differing viewpoints, encouraging discourse, processing, and acceptance within a therapeutic session, if so desired.


Concrete Communication

Making complex concepts simple to grasp extends beyond games and into other interactive formats. For our youngest audiences, we offer children's books that break down challenging subjects into age-appropriate language and even familiarises them with characters that may behave how they do! In What Heads Are For, Beefcake struggles with banging their head when they're frustrated and through utilising a social narrative format, teach them, and the reader, not to.

Older audiences can play with an optional mechanic, the Bond System, in EMBERWIND, that translates your interactions with others into a concrete and visual dice system that progressively increases and decreases in size based on how you communicate.