Episode Transcript
Transcripts are displayed as originally observed. Some content, including advertisements may have changed.
Use Ctrl + F to search
0:31
Hey,
0:31
folks. Dani here with episode ninety
0:33
of the Nokia Podcast, a solo intro
0:35
because I've explained exactly what's
0:37
going on here. This is a bonus episode,
0:40
something I recorded myself during
0:43
the week. It's an interview Jay Armstrong
0:46
from massive monsters. They're the folks who
0:48
worked on cult of the lamb, which is again,
0:50
obviously, we've been talking a lot of that on the podcast
0:52
recently. we wanted to get more dev interviews
0:55
on the feed. We obviously did a bunch of them back
0:57
in the past, but we've been enjoying just having
0:59
this sort of scrum with the crew
1:01
every week and Quite frankly, what happened
1:03
was there was too many good games came out
1:06
these past few weeks, so we didn't wanna sacrifice
1:08
one of the weekly scrums. I really just
1:10
wanted to talk about Montblanc this week.
1:13
So we we III recorded
1:15
a couple of dev interviews this week And
1:18
so we're deciding just to put them out on their own
1:20
and see how that works. It's probably
1:22
an appropriate way of doing it, especially as myself
1:24
and Jay talked for somewhere around thirty minutes.
1:27
All about cult of the lamb, the design of the game,
1:29
the history of the studio, lots of
1:31
the interesting stuff I was interested
1:33
in, like, the aesthetics and the sound design and
1:35
just how exactly they made this very unique game.
1:38
And it's a fascinating chat, and I hope you enjoy
1:40
it. I also wanna, of course, give a shout out to one
1:42
of our incredible battle pass holders, Cody
1:44
Krueger, Forrest Pruish, Andy
1:46
Fagan, Cameron Ladd, George
1:48
Sicotis, Jacob Godserve, and
1:50
Tokyo, Telia. Thank you all so much for
1:52
supporting this. And the the podcast
1:55
is gonna keep doing more of these. We think
1:57
developer interview stuff, and also If
1:59
you watched our video to drop the noclip
2:01
crew today time of recording,
2:04
you'll see our new studio. We are
2:07
very soon very soon transitioning
2:10
to having the podcast be a video
2:12
as well. In fact, if you're watching this on YouTube,
2:15
you can't see me right now, but you will see
2:17
myself in j talking. although I sort of
2:19
borked my own camera, so it doesn't look
2:21
super great. But we're moving
2:23
that over. So all even the scrum ones will
2:25
be in video and also
2:27
we're planning and we're pretty sure
2:29
we're gonna be livestreaming those as well, which is pretty
2:32
cool. So I hope you enjoyed this conversation
2:34
I had with Jay. We're actually
2:36
gonna have another one of these developer
2:38
interviews in a couple probably
2:41
in a week time, I think. Earlier
2:43
today, actually, I interviewed Rafael,
2:46
Antonio, and Judy, and Robbie. From
2:48
Woolfite Studios, all about weird west
2:50
and some interesting stuff that's dropping soon
2:53
for that game. So check out for
2:55
that on the feed as well. But until
2:57
then, enjoy this chat for myself
2:59
and Jay.
3:04
Jay, thank
3:06
you so much for taking the time to talk
3:08
to me today. It is currently six o'clock
3:11
Pacific time. Where are you and
3:13
what time is it? Well, thanks for having
3:15
me. It's nine AM and
3:17
I'm in Singapore at the moment. Terrific.
3:19
So not too early, not too late. This
3:21
is a good a good sweet spot for me. It's like I'll just
3:24
have my coffee. I'm ready ready to talk games.
3:26
Excellent. I've been building furniture in an
3:28
empty studio all day, so I'm ready to sit
3:30
down and talk to a developer. And
3:33
I'm very excited to talk to you, not
3:35
just because Kalded Lam was it's
3:37
one of my favorite games of the year. I've had a blast
3:39
playing as we were talked about in a bunch of the podcast,
3:41
but also in my research, I realized
3:43
that you were you were one of
3:46
you fall into a category of developer, which is
3:48
quickly becoming our favorite type of dev
3:50
on NoteClip, which is you make
3:52
a really good game seemingly out
3:54
of nowhere and then we do research and
3:56
realize that you've been plying your trade
3:58
in the wonderful world of flash games
4:01
for a long period of
4:03
time. That's right. Tell us
4:05
a little bit about massive monster, the, like,
4:07
sort of, collective of of you
4:09
guys and, you know, not
4:11
just the games you've released on say Steam over
4:13
the past couple of years, but but just like, your history
4:15
of making games because it sounds like you've made a lot of
4:17
games. Yeah. Yeah. We
4:19
have. So so, yeah, you're absolutely right.
4:22
as much as I wish, I just, like, made my first game.
4:24
We explored it out of nowhere. It's been it's been,
4:26
like, more like it actually, when
4:28
when we release than the very same
4:30
month marked a ten year anniversary from
4:33
the first game I made with Julian,
4:35
who's one of the co fans. Wow. Ten years
4:37
ago, we'd released our first flash game.
4:39
And ten years later, we released Colton Over night
4:42
success. Over night success. Exactly.
4:45
So yeah. So that's how you all started
4:47
doing our I think we all started making flash
4:49
games, you know, new grounds, armor
4:51
games. We work with armor games a lot, and
4:54
we would go to, like I say, we we're
4:56
all individuals at the time. We we
4:58
we, you know, we
5:00
would go to events and and sort of gravitate
5:02
towards like minded people. And so
5:04
James, Julian, and myself all
5:06
kind of found ourselves converging because we all
5:08
had this sort
5:09
of similar aesthetic, similar kind of art style
5:11
that we really, really like, kind of influenced
5:13
by Dan Powden and and
5:16
and castle crashes and things like that. So we
5:19
found and also wacky ideas. So we
5:21
we, like, made a few games together, but
5:23
we don't really ever form anything too
5:26
specific until sort of flash started
5:28
falling away. Right. And so
5:30
it was sort of the do one of the mobile
5:32
games started really taking off and it was like, what
5:34
do we do? Do we it's every every
5:36
fast developer is jumping into mobile, which
5:38
I think
5:38
looking back was probably a very
5:41
I'm glad we didn't go down that route because
5:43
I think it's become very, very difficult now,
5:45
not that indie games are easy.
5:47
But so we so we decided
5:49
we all loved console games. So, like, we'll go
5:51
down that route instead. And so the
5:53
three of us kind of club together and formed
5:56
massive monster. And the idea was to, like,
5:58
move from flash.
5:59
So games that would take five minutes to play,
6:02
take us three months to build to building
6:04
out full console games, which should take, you know,
6:06
ten, twelve hours, twenty hour games that
6:08
would take three years to make. But we we had no
6:10
idea what we were what we were, like,
6:12
undertaking. We had no idea the scale of the
6:14
task from transitioning. So we
6:17
we had to, like, learn as we went and when
6:19
we first what we what we
6:21
pitched first was a sort of
6:23
reimagining of our flash game,
6:25
which is called Super Adventure Powers, which is
6:27
you're a young boy with a giraffe in your backpack. And
6:29
we thought like, well, let's do a sequel. And
6:32
we went to every publisher and every publisher
6:34
just didn't respond to us. Right. Apart
6:36
from apart from Army Games who
6:38
knew us for years because we made
6:40
flash games and they were looking to
6:42
transition to the sort of empty space as well. So Yeah.
6:44
What a match match made in heaven though?
6:46
Yeah. Exactly. So we we we
6:48
sort of grew together with them into
6:50
sort of making it was just steam and then
6:52
and then later console and stuff. And so
6:54
we spent three years
6:57
making that game and it did it
6:59
did fairly well for us. not
7:01
like cultural land well, but it did
7:03
okay. It did fine. We could keep making games, which
7:05
is kind of the goal. And we did another
7:07
one, which was again, armor games sort
7:09
of asked us to make. It was a it was
7:11
another adaption of a flash game
7:13
into a a console game which called Never Give Up.
7:16
And That one didn't do so
7:18
quite as well. That's that
7:20
was like an interesting project.
7:22
But what it
7:23
meant was that by the time we came to the coast
7:25
of land, we had two console games
7:27
that we we could show. And so
7:30
other, you know, other publishers started
7:32
to actually take kind of take our call.
7:34
And so Yeah.
7:37
So I'd made AdventurePiles just myself
7:39
and Julian, and then never give up was just
7:41
myself and and James. Okay. And so
7:43
we're like, okay, we've done these two fractured
7:45
project. The idea was like make as many games as
7:47
possible and and release them and they'll all
7:49
do. And and we realized that actually,
7:51
no, that's a very
7:52
time consuming and difficult way. And,
7:55
you know, you've only got if you if your time
7:57
is like a hundred percent, you can you don't get more
7:59
time. There's only
7:59
certain amount time, right, we give it to a game.
8:02
So we we decided let's all just pull in
8:04
together and make one really, really good
8:06
thing that we pour our hearts and soul into,
8:08
and that and that's where we came to it with the cult
8:10
of the lamb. Excellent. So I explain
8:12
the timeline a little bit to me because I can never
8:14
it's hard sometimes when you go back in history,
8:16
especially looking steam pages to try and figure out
8:18
exactly what was going on, because Adventure Palace
8:20
has a release date here of twenty eighteen, never
8:22
give up as twenty nineteen. So was
8:25
that the case? And were you then Have you only
8:27
worked on caught up the lamb? Basically, is that a COVID
8:29
game?
8:30
Yes. Yes. So, adventure
8:33
pals and and never give up. I worked the
8:35
same time. Okay. So I was doing two games
8:37
at once for like three or four years, and then
8:39
they both came out like a year apart. So
8:42
that was that was something I don't
8:44
recommend to people. Is is being
8:46
the only program on two games that have gone
8:48
several years. Yeah. But it but
8:50
again, like, it's like the great thing about the flash
8:52
games was we could make a game in three months
8:54
and put it out there. And so, like,
8:56
we we very much kind of cut our
8:58
teeth on working really hard, trying to produce
9:00
as much as possible, as quickly as possible,
9:02
as good as possible. And that
9:04
ended up serving us quite well when it came
9:06
to the methodology behind call to the
9:08
land, which is a very iterative process
9:10
of kind of make something really quickly. Does it
9:12
work? No. Scrap it. Make something,
9:14
you know, And so it's actually
9:16
it's it was the benefit in the long run now
9:18
looking back. But at the time, obviously, it was quite a
9:20
quite a challenging time.
9:23
And so, yes, that's right. So
9:25
the the two games came out
9:27
one year apart, but they've been in
9:29
production for, like, four years. Right. And
9:31
because I've been waffling, I've forgotten
9:33
the second part of your question. Well, how
9:35
about this? because I'm very interested in you
9:38
keep talking about you know, the the three
9:40
of you, the sort of, like, fall trauma that has
9:42
come together to work on called trauma.
9:44
So, like, I guess, there's always, like,
9:46
you know, support people involved in lots of in lock
9:48
and all these different types of things and music and
9:50
whatnot. But in terms of like core
9:52
development team, was it just the three of you
9:54
on cult of the Lam, or did you have more
9:56
like support? Yeah. For
9:58
the first for the first, so it's a
9:59
three year development plus a year sort of
10:02
prototyping and and pitching and stuff, For
10:04
the first year, year and a half, it was just
10:06
the three of us. Okay. But since
10:08
then, we brought on to full time
10:10
programmers, Harrison and Will, who are both
10:12
brilliant. We we love very much they're gonna stay with us.
10:14
Brilliant. But but over the course,
10:16
as you say, we had contractors and it kind of
10:18
expanded to to nine people at one time was was the
10:20
biggest it got to. But
10:22
aside from that, it's just three of them.
10:24
Almost almost double digits. Yeah.
10:27
Almost so close. So
10:29
close. So so but I think the
10:31
reason the game is as big as it is with so
10:33
few people is is kind of the the history that I've
10:35
just sort of been talking about does. Yeah.
10:37
Institutional knowledge. That sort of,
10:39
you know, you you don't make a a great game
10:41
overnight. So, you know, you've done your
10:43
ten thousand hours of of
10:46
learning or whatnot. There's so much about the
10:48
game I wanna talk about or ask you
10:50
about rather because it's it's always so
10:52
fascinated to to learn about these projects.
10:54
especially once the dust is settled and it seems
10:56
like, I mean, people have been
10:58
raving about it. It's got, you know, something
11:00
like twenty five thousand very, you
11:02
know, very positive average reviews on
11:04
steam. It's obviously come out on, you know,
11:06
other platforms as well, and people seem to be
11:08
really enjoying it. And III
11:10
wanna ask a question, I guess, and it's
11:12
a really boring tri question, but I think with
11:14
this game, it it it's the
11:16
question that I've wondered from the start because
11:18
there's so many different sort
11:20
of layers to this game. It's it's
11:22
partly sort of a dungeon crawler.
11:24
It's it's partly sort of a
11:26
city building game. Thematically,
11:28
it has so many interesting things going
11:30
on, not just in terms of you're building a
11:32
cult, but also just in the, like, the the
11:34
depth of cultish lore that's
11:36
in here is is really
11:39
fascinating. So, like, obviously,
11:41
this game does not get The way it is now
11:43
doesn't, you know, get written down on a piece of
11:45
paper. I can't imagine that you like came up for the
11:47
concept of this game as it is
11:49
now, you know, on on
11:51
1A4 sheet. So I
11:53
guess, how did it evolve? Like, what was
11:55
the sort of that maybe the
11:57
seeds that we can still recognize
11:59
today
11:59
of the game and then, you know, what
12:02
parts didn't make it in and and when
12:04
did other aspects of the game sort of get
12:06
layered in there. Yeah.
12:07
Yeah. It's it's a great point now.
12:09
There's there's no documentation anywhere.
12:11
It's all been like iteration and
12:14
trial and error. But the but you're right.
12:16
The the core of it was I
12:18
just had this sort of you
12:20
know, mixing a sort of rogue like dungeon
12:23
crawler with a colony sim base
12:25
builder and just kind of pushing them together.
12:27
I think it'd come out of like
12:29
a science fiction book I'd I'd read and and they
12:31
all lived. It was all these people who lived on this sort
12:33
of air balloon and and the world was kind of toxic.
12:35
And and some people would dive down and get
12:37
things and bring them back up. And I just thought
12:39
that was such a great sort
12:41
of loop for a game, you know. Right. It's like you've got
12:43
your thing and and then you go down into
12:45
danger to bring And I love that idea of
12:47
being responsible for a group of
12:49
people, which it's so hard to capture
12:51
that sort of, like, emotional
12:53
relationship with NPCs
12:56
because, you know, usually, they're they're
12:58
either just standing there or on their they're on their
13:00
little, like, day cycle and they're walking here and then
13:02
they're they're animation there. But they're
13:04
they're not they're
13:04
not you can't really interact, you can't really form an
13:07
attachment. So the goal is really, yeah, form
13:09
an attachment with your
13:11
SIEM, your your your your colonists
13:13
and and then be responsible for providing for
13:15
them and and going out into danger and and bringing
13:17
the stuff back. And that was the core of it.
13:19
And that's so I put
13:20
a prototype together and I I took it
13:22
to James and Julian, and I think they both really
13:24
liked it. But Julian kinda
13:26
said, like, I love
13:28
this, but it's also it's also terrible.
13:30
You are my
13:32
my concept was like, you're on the back of a
13:34
flying whale and then you dive down into the
13:36
world and and the problem
13:38
was like, as I explain that concept to people
13:40
that people's eyes would just kind of glaze over
13:42
and blah. I don't know what you're talking about,
13:44
man. Nice. And so so
13:46
he various students that we
13:48
need to have like a one line, what
13:51
is the player fantasy that we're trying to
13:53
deliver with this game? And so
13:55
So then there was, like, nine months of trying to figure
13:57
that out. We tried. We tried,
13:59
like, you're a lost god and
14:01
and you're trying to regain followers. And
14:03
so there was always that sort legally sort of element
14:05
to it. And then we tried actually, there always
14:07
was. Because the next thing we tried was,
14:09
like, create your own hell kind
14:11
of thing. Okay. Say, go out and find souls
14:13
or reap the souls and bring them into
14:15
hell and then you'd sort of punish them,
14:17
you get points for punishing them. But the
14:19
problem was the art style was so damn
14:21
cute. that you did not wanna punish
14:23
these guys because you just felt
14:25
horrible. So that didn't work
14:27
either. And So the next thing
14:29
we tried was a call. And as soon as we put that in,
14:31
it it just kinda clicked into place.
14:33
Okay. This works because you you
14:35
you wanna exploit them. So we wanna
14:37
push that you're exploiting these guys. And
14:40
and
14:40
so that's for your benefit, which then improves
14:42
your chances in the the other side of the game dungeon.
14:44
Then we've got this. We always have to collect the
14:46
resource thing that works and come back. And and
14:49
so when we found that and and the freedom
14:51
to, like, be as evil
14:52
as you want, So if you wanna mess up
14:55
these cute guys, you you really really can
14:57
have a lot of options. And we put a
14:59
lot of breadcrumbs to kind of tempt
15:01
you into into doing
15:03
that. But if you wanna just be a benevolent
15:05
leader, you you totally can as well.
15:07
So that was kind of the process we
15:09
went through in and And
15:11
then the the the next
15:13
journey was sort of figuring out, right, how do
15:15
we how do we deliver on this this promise
15:17
that we've made? We promised you you're gonna run a
15:19
cult. Right? So So what does that mean? And and
15:21
how can we make that games mechanic?
15:23
Because the things like the rituals and the and
15:25
the sermons and things, I've never
15:27
seen those in in other games. And so when you're
15:29
making like yeah, when you're making a Metroidvania, it's
15:31
like, okay. Cool. So we'll have the double jump. We'll
15:33
put that there. And then that'll be, you know, you
15:36
know what you're making, and then it's just the
15:38
case of making a really, really good
15:40
one. Whereas this one, we
15:42
didn't really know what we're making until about
15:44
six weeks ago when it two
15:46
weeks before release. And then we're like, oh, that's what
15:48
the game is. Okay. Yeah. I can
15:51
imagine that, you know, you sort
15:53
of get you could get very lost in the weeds
15:55
on either one of those games or, you know,
15:57
that that because it's funny. I I never thought
15:59
about this
15:59
game as like a god game before, but
16:02
then he the two prototypes you talked about
16:04
before, one sounded a little bit like black and white,
16:06
and one sounded a little bit like Dungeonkeeper. So
16:08
I was kind of thinking and, like, maybe it's because I
16:10
entered Peter Marnier like two days ago, but and
16:12
I have both rock on the mind. But
16:14
it it I guess the question is,
16:16
how did you stop, you know,
16:18
as complex as that as that
16:20
SIEM is? And I imagine
16:22
in terms of codes, there's an you know,
16:24
with a day night cycle that you could be in the dungeon
16:26
while all this stuff is happening back at the base. I
16:28
can't imagine how complex it is, but for the
16:30
player experience, it's it's
16:32
not that complex. It's it's it's actually
16:34
quite like elegant and and easy to
16:36
master and it doesn't feel overbearing. It
16:38
doesn't feel like a job you have to go back
16:40
to. How did you balance that, like, there's
16:43
there's a lot going on there, but it
16:45
doesn't overwhelm the player,
16:47
I guess? I'm real
16:48
first
16:49
of all, I'm really happy to hear that that's it
16:52
feels that way. That's that's exactly what we
16:54
wanted. Yeah. The the you're you're
16:56
absolutely right. We would get
16:57
super duper deep into one side of the
16:59
game and then test it and the
17:01
other side would be rubbish. And it it only works
17:03
on both sides of good and feeds into it. So for
17:05
a long time, it we're a bit worried about it, to be
17:07
honest. But what we've what I found or we
17:10
what we found was that the
17:12
more we strip things back and
17:14
simplified things the
17:16
the better the experience. So originally,
17:19
you didn't have a global
17:21
hunger. You didn't have a global faith.
17:23
Each follower had a had a faith and a
17:25
hunger and you know, because a lot of this
17:27
was inspired by Rimworld. So that that's like
17:29
one of my favorite games. And yeah. And that's
17:31
that's kinda so so in that game, you look
17:33
at what their thoughts are.
17:35
Always hasn't got a good bed or hungry or, okay, I'll solve
17:37
those problems. But because, you know, you're
17:39
playing this with a controller in your hands or,
17:41
you know, you're not really It's not a
17:43
it's not a
17:44
it's not like a a
17:47
base builder game traditional one where you have a lot more
17:49
control and you can pause it and get really we
17:51
we found that actually that was just
17:53
overbearing, particularly when you got like ten
17:55
followers. Right. Just can't. You just go talk
17:57
to everyone. It's very tedious. And so we
17:59
had this radical change where
18:02
we just said, okay, strip it all out. That's
18:03
actually why the funnel of thoughts is still in
18:06
there because that's how it works. that's
18:08
actually just vestigial, and we'd we'd pay for the
18:10
localization. So we're like, oh, okay.
18:12
Because it's otherwise, just the
18:14
sunk costs. Yeah. sunk costs. It's
18:16
in there. It looks really cool. It's it's
18:18
fun if you if you want it's there. And so
18:20
yeah. And so every time they and then the flip
18:22
side of that was the the dungeon because in
18:24
games like, you know, Biden, Isaac, Hades,
18:26
all these games, you you just
18:29
go and go and go and go and go
18:31
until you die and then you come back. And so
18:33
we thought, right, that's what you have to do. But of
18:35
course, as you go and go, then you
18:37
follow a staff to death and and so
18:39
we go, okay, we'll put teleporters. So once you've got
18:41
certain, you know, once you've done a few rooms, you
18:43
can choose to go back but the you've
18:45
been so conditioned to just keep
18:47
going that you think, no, it's wrong. It's
18:49
failure to go back. Right?
18:51
Yeah. And so we had this
18:53
this big problem. And when we eventually said,
18:55
okay, here's a mini boss and then bang, you're
18:57
going home whether you want to or not,
18:59
suddenly that that stress for the
19:01
player went away. So
19:03
fun. Wow. Yeah. And again, yeah.
19:05
Yeah. And I must have been quite scary to to take,
19:08
ultimately, take a really big choice away
19:10
from the player. you know,
19:12
that that must be a scary prospect
19:14
as a as a designer. Definitely.
19:16
But it yes. And but
19:18
also because again, because we do it so
19:20
quickly, you know, we always kinda leave
19:22
in a a bull somewhere that, like, lets us
19:24
revert whatever crazy change we've done. So it's like,
19:26
okay. Well, let's put in a sort of if, you know,
19:28
if mode equals go home or whatever, then
19:31
have the teleporter have it have it
19:33
lock otherwise. So we always knew
19:35
that whenever we're making these changes, there's a lot of experimentation
19:37
and a lot of, like, freedom to just right.
19:39
We gotta we gotta figure this out. We gotta try
19:41
and we had a really aggressive
19:44
schedule because we wanted the game to come
19:46
out, you know, because our previous
19:48
games still like four years. And so we wanted the game to
19:50
come out. So we were always always up
19:52
against it. So that that
19:53
pressure was really
19:56
powerful in in being like, well, we don't have
19:58
time to discuss this. Let's try
20:00
it. Wow. But but you're also like you said, you know,
20:02
you didn't allow yourself to get caught in
20:04
that sort of technical dash problem
20:07
of of you know, being stuck too far
20:09
down this this mode. You you were always
20:11
sort of designing with the idea of,
20:13
oh, we might change that. We might back it insert
20:15
here that that's a big part of your process
20:17
too. We must
20:18
have said the phrase minimal viable
20:20
product or MVP about fifty thousand
20:22
times a day. could be just like, just just
20:24
try it. Just empty if you just get it
20:27
working to the minimum standards so we can see if
20:29
this is the way to go. And if it
20:31
doesn't, then then cut it out and, you know, would
20:33
go back. And and so we one
20:35
real learning process for us was,
20:37
like, never get attached to an idea. because it's,
20:39
you know, never have pride or attach yourself to
20:41
that idea. If it's it's
20:44
because we have this
20:44
clear, like, It's a game around
20:46
running a cult. These are the things we need to deliver.
20:49
Things we need to make sure we're hitting. We
20:51
knew that. We all agreed and we
20:53
all knew exactly what that was. we all
20:55
agree when something and it's obvious as well.
20:57
I think if you're if you're fighting for
20:59
AAA system
21:00
in a game, and everyone
21:02
else is telling you it's not quite right. I think you
21:04
and your heart know it's not quite
21:06
right. So we just kind of cut all out and just
21:08
said, no, that's that's that's gotta
21:10
go. And and let's try something else. Excellent. One
21:14
thing I I have to ask you about
21:16
because I think as
21:18
much as I enjoyed this
21:20
game's systems and I
21:22
spent a lot of time
21:24
exploring it and trying different things and
21:26
messing around with like like you rituals
21:28
and sermons and there was so much going on.
21:30
The one sort of comfort blanket
21:32
of the entire experience is
21:34
I don't know if we have a word for this. Is it
21:37
presentation? Is it vibe? But
21:39
just the art style
21:41
and the audio design,
21:44
is just so dialed
21:46
in. Like, the the the
21:48
unique sounds of moving in
21:50
in and out of, I don't know, menu
21:52
menues, I guess, in in one sense, like the build
21:54
sort of pings and the the sands
21:56
of the chorus and all these little thing
21:59
just tiny little elements that
22:02
I I just loved every moment of
22:04
fucking around in the game. Can
22:06
you tell us where that comes from? You know,
22:09
the the graphics, of course,
22:11
but also the audio because we I feel like audio
22:13
always gets kinda lost in the watch.
22:15
Yeah. Well,
22:15
yeah, start with the audio. We
22:18
I
22:18
I too feel the same. There's there's the the first
22:20
kind of curse you get the
22:22
projectile. When I first heard the sound,
22:25
I it was not what I expected at all. I thought it would
22:27
sound like a or something, but it was this sort
22:29
of bizarre kind of
22:31
scream process that
22:33
I haven't it blew my mind and I just
22:35
thought, wow, that's amazing. So we
22:37
got Eunice Turner who was
22:40
fantastic, fantastic audio design. He's done any
22:42
any big indie game. He's
22:44
probably
22:44
done it. He's probably done this out. So we managed
22:46
to get him onboard and
22:48
we're all, you know, we're just like,
22:50
it doesn't matter. He's the best. Let's just get
22:53
him if we can. Yeah. And it was
22:55
definitely the right decision. And and similarly
22:57
with the music. We got Narayan,
22:59
who's our River Boy beats his
23:01
his, like, Spotify name. And it
23:03
was a similar thing. We actually were fans of his
23:05
band before we met him. But
23:07
again, it was just, you know, he's
23:09
awesome. Bring him in. We don't know what quite
23:11
what we're doing with him and And
23:13
we ended up just saying things to him like, oh, we've got this new
23:15
level. It looks like new area. It looks
23:17
like this. We want it to sound like
23:20
this and this and this, but also ignore
23:22
just do whatever you want. And, Ilija, now we just
23:24
don't give him instructions. We're like, oh, we need something for
23:26
this and and he just comes back with something that,
23:28
you know, it's almost like when we put up
23:30
rubby fingerprints on it. It ruins it. It's
23:33
better to just let him do his thing.
23:35
So again, it's like a tiny team. We
23:37
don't have time to kind of look over everything. And
23:39
so what we try to do is just get
23:41
the really super talented people that we
23:43
love and just let them off the leash and
23:45
let them do their thing. And
23:47
that was I'm so
23:49
thrilled to
23:49
be able to work with those guys. And
23:51
we're gonna I I hope continue to work
23:53
with Narayan on on future things as well. He's
23:55
he's just awesome. And
23:58
and then on to the
23:59
art style. Yeah. Yeah.
24:01
Similarly, James has just been
24:04
drawing games
24:04
for, like, ten, twelve years
24:06
ago through the flash. that's all hand drawn
24:08
stuff. And we knew going
24:10
into this project that we oh, I
24:12
felt like I wanted us to elevate away from
24:14
2DA little bit and try
24:17
and like step up a little bit what
24:19
we're doing. But the problem is we've got, you know,
24:21
Julian and James are both
24:23
two d artists. So
24:25
it's kind of like how do we make this game,
24:27
not just
24:28
A2D game, but also use
24:30
our two d art. And so
24:32
we've just looked at don't starve. And I just thought, why aren't
24:34
more people doing this? Like, this is just
24:37
brilliant. Like, why, you know, the guest is
24:39
funny. I I haven't made that connection, actually. It's
24:41
funny. You know what I mean? because it doesn't feel derivative. I
24:43
don't I don't want I don't see calls of
24:45
the lamb and think, oh, that reminds you of something up. But
24:47
you're right. Yeah. It's a totally I
24:49
see it now. That's maybe that's where I stole
24:51
the technique. But in terms of the overall
24:53
visual style, James and
24:56
Julian are are far too talented to be as
24:58
derivative as I am. So
25:00
I yeah. So I I just kind of we
25:02
had a lot of discussion. I just felt like this is the
25:04
way to go. And In the end, it made
25:06
things more difficult in terms of design because,
25:08
you know, we'd originally designed these dungeon
25:10
rooms that had like more like into the dungeon with
25:12
like lots of different paths and things. But
25:14
It just visually, it just was too confusing.
25:17
And so, again, this is this is again,
25:19
stripping it back and making it simpler and we just went
25:21
with the so binding bias at
25:23
one room you know,
25:23
combat next round combat because I which is kind of a
25:25
shame because I had designed this like way where
25:28
I
25:28
could create the sort of mesh
25:30
to go around shapes and it. But again, just have
25:32
to scrap it because it didn't make the game better.
25:34
So don't get too
25:37
attached. Don't get too attached. Exactly. Exactly.
25:39
And so the the only
25:41
thing about James and Julian's artwork, which
25:43
I will, you know, publicly criticize
25:45
them on about is that
25:47
it's too cute. Everything they do. Too
25:50
cute. So Yeah. Well,
25:52
isn't it a wonderful juxtaposition, though, you
25:54
landed on where it's like the
25:56
cuteness and the hellishness. It's just
25:58
like it shines through even
25:59
that more. It's like a reminds you of things like
26:02
future armor. And whenever future armor
26:04
goes dark, it it feels super dark, you know, because it's -- Yes.
26:06
-- you're not expecting it or or yeah.
26:08
Or when the lambs eyes turn from
26:10
that cutsy little sort of anime face
26:13
to, like, you know, red or
26:15
white or whatever. Yeah. Just in the fire and
26:17
they does a little spin. It's just,
26:19
what a wonderful little yeah. And
26:21
and restrained our pilot as
26:23
well. Like, you know, lots of reds, blacks and whites all
26:25
over the place. Yes. Yeah. Yeah. I mean,
26:27
they're they're both brilliant in their own way.
26:29
They both So James did like
26:31
the the majority of the of the
26:33
sort of actual drawing of all the
26:35
characters, but Julian would sort
26:37
of design some
26:38
of the other characters, but also he was very, very concerned with
26:40
the overall palette, the overall the
26:42
sort of the luts we'd use, the
26:44
sort of color colors
26:47
we'd use and and making sure it was very
26:49
striking visually. And and so they
26:51
they work together really well on that.
26:53
And, you know, it's no
26:55
matter what they do, it gets cute we we I
26:57
kept we kept saying, like, make it darker. Make it
26:59
scary. Make this boss more scary. And but but
27:01
the nice thing about cute things, it makes you fall in
27:03
love with the followers because they're adorable. You know?
27:06
So it kinda wets out. It's
27:07
it's also like I found it very
27:10
satisfying that, like and I
27:12
won't, you know, I won't spoil anything
27:14
or or talk about at the end of the game, but
27:16
the whenever you would beat a
27:18
boss, you could also, you know,
27:20
indoctrinating them into your cult and
27:22
having them return to their sort of normal form and
27:24
then just be another, you know,
27:26
plaub in your in your army of of
27:28
worshipers. I've I always
27:30
made sure that they were that they
27:32
were praying. You know what I mean? When they came back
27:34
-- Right. Yeah. -- I wouldn't put them on the
27:36
lumber or on rock. Yeah. No. No. You
27:38
need to get out of this and
27:40
and pray for making me go through
27:42
that boss battle. I wanna ask
27:45
you about that as well, difficulty. It
27:47
was not a game that I found
27:50
particularly tough in terms
27:52
of combat. But I
27:54
didn't mind because I
27:57
guess, you know, just sort of almost part
27:59
and parcel with Rogue Like Games. It was interesting to play
28:01
a game that I didn't find
28:03
super challenging. But what I I
28:05
didn't mind because my brain was
28:08
obviously thinking about these other things.
28:10
There was there was enough going on that I
28:12
had to worry about that I didn't need
28:14
one of the things to be super difficult
28:16
if if that makes sense. And -- Yeah. -- was that
28:18
like an intentional thing on your
28:20
part to, you know, was it a harder game at
28:22
one stage? Was it an easier game?
28:24
Yeah. Yeah.
28:25
It's definitely intentional. A
28:27
lot of it was to do with
28:30
when we announced the game, there was a
28:32
lot of, like, oh, this is, like, haze these
28:34
meats
28:34
out and more crossing. And and
28:37
so everyone seems people seem to be excited
28:39
about that. And we thought like,
28:41
oh, shit. like, oh, shoot. That's
28:43
a very different audience. Right? Animal
28:45
Crossing is is like a very relaxing
28:47
game, and Hades is a very sort of
28:49
intense game. And so if we have
28:51
people coming to us who love Hades and we have people,
28:53
you know, we need to
28:55
find a difficulty that
28:57
will be good for both. And so we do
28:59
have, like, the harder and harder extra hard
29:01
difficulties, which are challenging and
29:04
and really if if you're good at road lights,
29:06
then you should probably play on hard sort of thing and
29:08
there's an easy mode which is almost
29:10
like combat's almost trivial. So
29:12
easy. yeah, it was just
29:14
like our attitude. Like, we wanna include as many
29:16
people. We want everyone to play this thing and everyone
29:18
to enjoy it. And yeah,
29:20
it's definitely not not as hard, but sometimes you're
29:23
on there GC. Our goal was always
29:25
with the combat, like,
29:26
ideally, It's not
29:28
like you're gonna get You
29:30
might not necessarily lose, but we want you
29:32
on the edge. So, like, whenever you're
29:34
like one half a heart, one heart, then
29:36
you're more likely to get another heart to keep you in the
29:38
game. So it was the idea of just keeping you in that
29:40
sort of biting point. That was our goal with
29:43
it. Excellent. So
29:45
I guess what's, you know, what's it been like post
29:47
launch? Obviously, we're still sort
29:49
of in the shadow of of
29:51
launch. I'm sure there was a
29:53
bunch patchwork and all that sort of stuff that has to happen especially
29:55
launching on multiple platforms at the same time.
29:57
Yeah. But what was it like, you
29:59
know, the
29:59
reception? How did you, you
30:02
know, had you feel about the launch of the game? When did
30:04
you feel that way? And I guess,
30:07
what's next?
30:09
Yeah. A great question. I feel like I haven't really
30:12
processed quite quite what
30:13
it is because, you know, we just
30:15
immediately got back to work like almost the next day
30:17
and when I we've got all these
30:19
problems and and we're talking with our porting partners
30:22
about the console version, trying to help with that.
30:24
And and then, you know, we we wanna fix all
30:26
these things that are coming in because, you know,
30:28
we had got a million people playing it in the first week,
30:30
which is like -- Goodness. --
30:32
unbelievable. Like, I thought I was like,
30:34
maybe, you know, because we would
30:36
devolve. And maybe in a year or two, we might get to a
30:38
million or something like that. Like, in a
30:40
week. So obviously, all these we've
30:42
been testing QA for, like, four months straight. And we've
30:44
thought we got everything. And suddenly, it's
30:46
like, look like Yeah. Your QA
30:48
pool is suddenly, like, two hundred
30:50
that whatever Yeah.
30:52
Definitely bigger. Yeah.
30:54
It exploded. So there
30:57
hasn't been a lot of time for reflection. I
30:59
mean, I don't
30:59
know what to I
31:01
don't know how to process it really. I
31:04
mean, it's a lot of people playing
31:06
the game. It's a lot, you know, and and two days
31:08
earlier or like a week, sorry, two weeks earlier.
31:10
no one had played it. And so very,
31:12
very strange. It was very
31:14
exciting watching the trajectory of the
31:17
game because We didn't really
31:19
we didn't know if we would just be so we had no idea
31:21
what people would think because, like, we made the
31:23
game during the pandemic, so we didn't go
31:25
to any shows we actually haven't seen each other since
31:28
before the
31:28
pandemic as a team. Oh my gosh.
31:30
Yeah. So
31:31
we actually are gonna meet up in in Pac Australia
31:33
in a few time, and that'll be the first
31:35
time that the team is together. So I think
31:38
that's when it all kind of sink in and and we'll
31:40
all, like, celebrate and raise a
31:42
few glasses. But it's yeah. So
31:44
what happened was we we did the steam next
31:46
best, which is where they released
31:48
demos and and there was, like, twelve hundred games
31:50
and there are three categories, and we were number
31:52
one across all three categories for the whole week.
31:54
Oh my god. And that's that's
31:56
wild. That was
31:56
really wild. Every day I kept, like, refreshing it,
31:59
but this can't be This can't be right. They're not still
32:01
And it's just doing it because I have it, like, it's I'm
32:03
in my developer account. I go to private browsing
32:05
and see if it Yeah.
32:08
Yeah. like, it's just it's just trying to feel better. And then we we
32:10
we have a twitch integration. So we
32:12
we release that, like, a little bit earlier to
32:14
to streamers and things. And that's when presales
32:17
start taken off and wish list started exploding. And then so
32:19
by the time we came to release, we'd
32:21
actually cleared
32:21
our development budget, Reko,
32:24
before the game even came out from
32:26
indie games. unbelievable.
32:27
Based on what? I'm pre on
32:29
preorders or Yeah. Just
32:32
preorders. Yeah.
32:32
So it's crazy.
32:34
So it just kinda, like, took off and just
32:37
kind of exploded. And and
32:39
since then, we've just been trying to, like, you
32:40
know, as I
32:41
say, we came back Monday and we're, like,
32:43
right stand up. What are the bugs? Let's get on them. Let's get this
32:45
as stable as possible. But,
32:48
yeah, it's it's it's it's
32:48
also strange. I went on the Reddit yesterday because
32:51
of that, and it's just pages and pages
32:53
of stuff. I'm just like, all these people playing the game, what's
32:55
going on? Yeah. So I think I think I
32:57
haven't figured it out. I I don't I don't have a good
32:59
on time, but it's I'm
33:02
grateful for for success.
33:04
And we're gonna keep working on
33:06
it and keep improving it. And and say we haven't
33:08
start working. We're not gonna start working. We're
33:10
gonna keep we we have more
33:12
ideas for how to expand the
33:14
game and
33:14
add more content and address
33:16
the biggest sort of
33:18
the parts of the game that that need more love.
33:20
We're we're doing it right now. We're kinda adding to that
33:22
and growing it. And we just wanna add we just
33:25
wanna keep making the game as good as
33:27
possible because, you know, a lot of the ways we
33:29
set up to be like that, you just, you know, you
33:30
put more locations in the road map, you can do
33:33
more dungeons, you can have more buildings
33:35
and we just want to continue to expand it and
33:37
make it bigger and bigger and better and,
33:39
you know, hopefully turn it into a indie classic
33:41
at some point if we can keep going
33:43
and keep going Well, you're well on your way already.
33:46
Fair play, and I I hope you all have a great
33:48
time in Pac's Australia. That sounds
33:50
like a party a long
33:52
time in the making as well.
33:54
Thank you so much for taking the time to
33:56
talk to us today. And, like, yeah, it's it's
33:58
interesting to hear, you know, I play that
34:00
game and it's one of the I have to play a
34:02
lot of games just for work, and and
34:04
then I have my games I play for
34:07
fun. And oftentimes, you know, those are one and the
34:09
same thing. But usually when I complete
34:12
them, I stopped playing and I just could not I
34:14
I was I was
34:16
going I I beat in the final boss and
34:18
I'd I'd, you know, done all that and then I was
34:20
just like, looking for something
34:22
to do. And I was looking at steam achievements.
34:24
Just I was like, oh, I need to figure out some
34:26
other reason to keep playing it. So to
34:28
hear that, yeah, maybe you'll be adding
34:30
some extra sounds very exciting as well. Gera, I'm sorry. Thank you so
34:32
much for talking to us and best of
34:34
luck in our packs Australia and
34:36
enjoy those pints,
34:38
enjoy those coffees, whatever glass you raise.
34:40
Thank you so much, Danny. Thank
34:42
you for for speaking to me. And as I
34:44
said, you know, before we started, I'm such
34:47
a huge fan of what you do. You're amazing. Please keep
34:49
doing what you're doing, and thank you for talking
34:51
to me. I'm super grateful. Oh, it's been super fun.
34:53
Anytime. Thank you very much.
Podchaser is the ultimate destination for podcast data, search, and discovery. Learn More