The Indie Gamer #13
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profess a “show don’t tell” rule
so a lot of stories are told
through the environments.
As for the boss fights, we will
have them at the end of every
stage. Every boss fight is like a
small raid so some of your
efforts will go into figuring out
a way to defeat it. Our goal is to
introduce players to all kinds of
different enemy types that force
you to modify your tactics and
give opportunities to try out
new stuff. It is our way to keep
you engaged and entertained at
all times.
Q.) The player can switch
characters on the fly, can you
tell us a bit more about the
characters and that feature?
other hand, it is a story related
thing. Because all four
characters accompany the
players at all times we can have
a bit more complex story
without being worried about
who will you play with. Those
generic dialog boxes in beat’em
ups that fit every character in
the game are a thing of the past
and they should stay there. The
characters alone differ a bit in
terms of playstyle but not too
much. We do not want a player
in a 4 player party to end up
with a character that he or she
does not like. That is the main
reason to stick with only small
differences in speed, range, and
special attacks.
A.) The character switching
feature has few purposes in the
game. We do not have normal
lives so we treat characters like
four full health bars at your
disposal regardless of whether
you play solo or with friends.
That is also a way to keep that
co-op layer of the game when
you play alone and give you a
few tactical means in terms of
health and buffs management –
you can hide a character that
wields a power-up at the
moment and keeps it for later
when it is more needed. On the