Preventing video games are, to a sure diploma, a identified high quality in the intervening time. Whereas among the large hitters have added their fair proportion of attention-grabbing quirks and twists, the core gameplay loop has largely remained the identical over the previous few many years. As such, gamers in search of one thing a bit out-there have needed to flip to indie builders for boundary-pushers. For really modern spins on the style.
One such recreation, which goals to bridge the hole between preventing video games and different genres, is Longjuice Squeeze. Developed by a “Micro-studio” composed of 1 core developer and numerous collaborators, you may signal as much as playtests for it proper now. However if you wish to study extra, developer Jeremy Boniface was keen to reply a couple of questions in regards to the recreation, what impressed him to make it, its inspirations, and the distinct artwork fashion it champions.
VG247: The place did the concept of mixing preventing recreation and rogue-like deck constructing mechanics stem from?
Boniface: Mainly, to unravel my very own points with a style I like, I wished to make a preventing recreation with,
- Significant character development
- Permadeath
- PvP loot
- Low execution
I am not personally motivated by the stakes of the combat being “can I pull off this combo” or “can I get to platinum” — I like unlocking stuff and customizing my dude. Finally, I wished a preventing recreation multiplayer loop that form of seems like enjoying an extraction shooter (like Tarkov). Roguelite deckbuilding is form of the scaffolding for these different ideas, the place your construct goes to be as related as your moment-by-moment play.
VG247: How do you strike that stability in order that followers of each genres can discover one thing to take pleasure in right here?
Boniface: Finally, I am making a recreation for myself to some extent, as somebody who loves each genres, and I’m hoping that resonates with different folks.
I’ve by no means been nice at studying lengthy combos, however I like the way in which a preventing recreation feels when you get to larger stage play. I like the strategic, tactical, and interpersonal layers (like mindgames) that come about once you’re capable of cease mashing and perceive the methods. so one of many main motivations in our design is decreasing the execution barrier of entry that blocks loads of newer gamers from the high-level play expertise.
The principle theme of the sport is “1v1 fights with excessive stakes” – you’re both gaining or shedding an merchandise once you queue for a match. Your objects acquire in worth as you employ them, and that worth will get transferred once you win an merchandise out of your opponent. So you may lose your prized objects and even your whole character if you happen to lose a match. I wished to have that Pog or old-fashioned marbles dynamic, the place you may lose your favourite merchandise after which combat to win it again. Or your opponent might decline to rematch and juice the merchandise to extract all that worth you imbued into it throughout earlier fights.
VG247: I am a fan of the artwork fashion! What is the creative inspiration for that? What kind of vibe are you making an attempt to get throughout?
Boniface: Thanks! It is developed a bit over time however our authentic inspirations had been Samurai Champloo (and that mid-00’s period of grownup swim generally), Alejandro Jodorowsky’s Holy Mountain (which is a wild and simply tremendous trippy film from the 70’s), and japanese tokusatsu reveals (you may see the sentai affect in among the gear). I additionally similar to including a sheen of static and wobble to issues.
VG247: When it comes to preventing video games and rogue-likes this performs like, what’s Longjuice Squeeze’s the closest to?
Boniface: It is form of like…. Rounds by landfall meets Escape from Tarkov? I’d say that the moment-by-moment is someplace between Road Fighter and Nidhogg.
VG247: I checked out your web site. Inform me what it is like working as what you describe as a “Micro Studio”. What are the professionals and cons of working as a solo dev with rotating collaborators?
Boniface: The principle professional might be simply operating lean. I haven’t got a full-time workforce engaged on this, so my month-to-month burn is basically low.
The principle con is that there isn’t any defend between the end result of this undertaking and my very own ego, I suppose, ha. There are loads of selections that I’ve to make unilaterally as a result of I haven’t got one other designer to bounce my concepts off of. That is why the upcoming playtests are going to be invaluable to the undertaking.