A portion of a NindieSpotlight interview with Radu Muresan of Vivid Helix...
NS: left/right brain parallel control thing has cropped up a bit in the past year or so in a handful of titles, and I generally don't remember it being explored before then. Where did the inspiration to go with this style of play come from for you?
RM: As mentioned above, "Brothers" was the initial inspiration. However, the control scheme is secondary to the duality of the worlds. Coupled with the slower pacing, I don't think I've seen any similar games that use this kind of control scheme - as most of them focus on the mechanical aspect first.
NS: While the puzzles continually get more challenging the overall look, sounds, and vibe of the game is always extremely mellow. Was there a specific objective behind this or is it just a style that seemed to suit the game you you wanted to make?
RM: Thinking in two separate, yet identical spaces can be very taxing so the whole look and feel of the game was designed to get you immersed and focused on the game. Anything that moves is very subtle, music is also great but just at the threshold of calling attention to it. I noticed a huge improvement in play style once I started showcasing the game with headphones - as it is the kind of game that you can't play while you do something else.
from GoNintendo
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