A portion of a Nindie Spotlight interview with developer Parallel Circles...
NS: In terms of gameplay I have been surprised at the mixing of styles in Flat Heroes. It will feel like a puzzle game one moment and then suddenly throw in elements that require quick thinking and top-notch evasion skills. On top of that I've seen signs of other styles of play. Did you start out with this ambition or have you just seen opportunities throughout the development process and embraced them?
RV: As I said before the game started with the control of a square, we had nothing else in mind by then we were just enjoying how we could move around with that little square, and it was great. So from there we wanted to make a game that allowed everyone to enjoy moving around as much as we did. But you cannot expect everyone to just pick up the game and immediately get all the subtle accelerations and moves so we decided to add some levels for tutorialization, which are a bit puzzle-y because this way players can focus on perfecting how they move while at the same time we introduce them to the nature of the levels, being able to memorize the level if they need to. But the actual game we want people to play is not about memorizing levels, is about being able to get out of all situations with the move-set provided, it's about moving around. That's why recently we have added the survival modes, because although you may have a general idea of the enemies that are coming it's not about memorizing them, it's about learning how to get out of the different scenarios.
from GoNintendo
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