 Honeyslug and Hogg entered the game into the Eurogamer Indie Showcase and Independent Games Festival halfway through 2010 and spent two weeks polishing a rough draft . They then put the game on hold for a year starting in 2011 while they developed another game , Frobisher Says . Digital Trends described the other game as containing " the DNA of Hogg 's artistic vision for Hohokum " . Hogg described the team 's working relationship as informal and their decision @-@ making as fully collaborative , particularly in the feel of the game world . For instance , Hogg would give unplanned drawings to Haggett , who would work the art into the game , or Haggett would envision something and ask Haggett to make it " look nice " . Hogg was not as involved in the " nitty @-@ gritty of gameplay and puzzle mechanics " due to his skill set . His interest in mixed metaphors and making the familiar seem unfamiliar is one of the game 's guiding philosophies . The name of the snakelike Long Mover is a reference to a snake in a skit by British comedy troupe The Mighty Boosh . It was chosen to be purposefully more ambiguous than a specific , existing creature , and to have mythical connotations . The game 's title is based on a misspelling of the Hohokam American Southwest archaeological culture . 
