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![]() ![]() ![]() This one took about two, but of course, we're also planning to support it down the line with more content and updates.As we know, often in the videogame industry there is an attempt to take inspiration from the most successful works in the sector. Chronos Dungeon also covers some events between the other two Oceanhorn titles, so we thought it would be an excellent way to get something out that doesn't require five years to develop. ![]() ![]() The roguelike genre is well established, it's something we wanted to explore, and the Oceanhorn franchise is pretty much perfect for it, so why not? We also wanted to cater to all those families playing our games together: we received much feedback in that sense over time, so we thought that it would be cool to allow for couch coop with this one. Why the switch to a top-down dungeon crawler? Much like Oceanhorn 2 differed from the original, Oceanhorn: Chronos Dungeon is again changing the formula. RELATED: The Business Of Sound: An Interview With Christian Facey, Co-Founder Of AudioMob Because we're a small team, and Oceanhorn 2 is not the only game we're working on, we need to decide what to support and when very carefully. So it was mostly a matter of the right platform, the right audience. Nintendo Switch was the second best platform for the original Oceanhorn, and we know people owning it do enjoy experiences like Oceanhorn 2. What was the reasoning behind the port, and will the game be coming to other platforms in the future? Oceanhorn 2 eventually made the jump to Switch. After a year of Apple Arcade, they also developed new guidelines for the games ending up on the service, and with Chronos Dungeon, we are collaborating a bit more closely. Apple came in when the game had been in development already five years or so, so there wasn't much impact on the vision. Only tangentially, in the sense that a service like Apple Arcade has requirements and guidelines for all the platforms involved, including iPhone, iPad, Macs, and AppleTV, so we need to make sure all models are supported, and additional services like Game Center and iCloud work seamlessly. Is the game development process any different when working on an Apple Arcade title? That was a wise choice that didn't devalue our title, and people responded well to it.īecause Apple has been a great partner before, when they approached us to discuss Apple Arcade, we were immediately interested and signed up to be there as soon as the service would launch. Our results on the App Store have been genuinely excellent over time, especially when considering that the original Oceanhorn was priced higher than what premium games went for in 2013. The first Oceanhorn was released first on the App Store, and over time it has become a sort of classic. What made you decide to launch Oceanhorn 2 on Apple Arcade? Those changes made us approach the gameplay in a completely new way. In our case, it meant a new combat system, 360 degrees of freedom, verticality for both puzzles and combat, and allowing actions like diving underwater or crawling inside small passages. Moving the camera behind the player has a real impact on what players will see and what they will expect to do. We wanted to raise the bar for ourselves, of course, but we also wanted to offer a different way to explore the world. Oceanhorn 2 moved away from the top-down view of the original and shifted into a third-person action game. We discuss it in more detail on our blog. The whole Seiken Densetsu saga has been a reference for Oceanhorn 2 too. The main one was probably Seiken Densetsu, also known as Mystic Quest or Final Fantasy Adventure, along with things like Link to the Past. Oceanhorn: Monster of Uncharted Seas is clearly inspired by Zelda, but were there any other games you took inspiration from? ![]()
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