11/22/2023 0 Comments Lone ruinQ: The music seems to be kind of drum-and-base, a little lofi. Being his first game soundtrack and in a genre he's not worked a lot in before, I'm amazed how smooth the process and how good the outcome was. Q: Jumping to the music and sound, you worked with your brother Alfred, right? What was it like working with your brother on this project?Ī: This has been one of my favorite parts. I generally want my games to lift you up, rather than bring you down. They usually stand out in a crowd of desaturated thumbnails. Q: Speaking of the colors, how'd you come up with the neon, vibrant, purple-and-pink aesthetic in particular?Ī: Cyans, pinks, and purples are definitely recurring colors in my work. I think Hyper Light Drifter is a game that left a huge mark on me in many ways, one of them being its use of strong colors. Its inspiration on Lone Ruin probably came in a bit later, with us moving from a Slay the Spire-style map to Hades-style "pick your exit" pathing.Ĭan't say I remember taking much direct visual inspiration from Hades, but I am a huge fan of Jen Zee and her art on Hades as well as other Supergiant titles. That may just be because the sequel just got announced, though.Ī: It's hard to escape comparisons to Hades when making an action-roguelike. Q: Did Hades play a part in your inspirations? Something about the design strikes me as similar with a sort of Vaporwave color scheme. RELATED: Lake Dev Jos Bouman Says the Game Aims to Capture the Unplugged Feel of the 1980s As for the gameplay, it's not particularly inspired. How much of an influence did Zelda have on you?Ī: Growing up in the 1980s and 90s, I have a special fondness of the earlier Legend of Zelda titles. Q: There's a reference to Zelda early on with the classic "it's dangerous to go alone" line. We added sound and a few other things in the next week.Īs inspiration from different games, gems like Nuclear Throne, Downwell, and SNKRX come to mind. I mostly succeeded, with the caveat that there was no sound. I set myself a challenge to create a game in that last work week. I had a vacation planned and was itching to try something new before that. What were some of the titles that inspired you when coming up with Lone Ruin?Ī: Lone Ruin started out under the name "Robes" two summers ago. Q: Well let's talk about the game's early development. One of the ideas we are looking at is an Ascension ( Slay the Spire) or Heat ( Hades)-style system where clearing the game unlocks more and more modifiers that make it harder and hopefully more varied to play.Īnother much simpler thing could be to add a little check mark next to the starting spells you have completed the game with. I don't really have any intention to try to retrofit any such meta-progression system into Lone Ruin, but we are in the planning and prototyping stages of figuring out ways to add in-game encouragement to keep playing. I can see how coming from that would make you feel like the game is over if it doesn't reward you with anything tangible. Compared to, for example, Vampire Survivors there is a huge difference in the underlying philosophy. Your first run has the same potential as your last, and no content is locked away behind some grindable in-game currency. I always intended the game to be a sort of jump-in, have some fun, short play-session experience without persistent progression. Q: Are there any particular pieces of feedback you've received that really struck you or were maybe ideas from players you hadn't considered?Ī: So far I think the main feedback has been that the game is too short. That said, we've already put out a few changes that seem to resonate with people. I care a lot about how the players feel, and seeing unsatisfied players breaks my heart. At the same time, fair criticism over in the Steam reviews. I've been getting a lot of love and constructive feedback on socials like Twitter and our Discord. Q: Congratulations on releasing Lone Ruin! How are you feeling?Ī: Thank you! It's been a roller coaster. RELATED: Scrap Riders Interview: How Games For Tutti Crafted a Biker Story Filled with Humor and Bloodshed The following Interview has been edited for clarity and brevity. Game Rant spoke to Rahm about how Lone Ruin came to be, capturing "juiciness" in game design, and what plans are in the works following its lukewarm reception at launch. Rahm is also the chief developer behind this year's Lone Ruin, an action-roguelike indie game kept more in the family with its music composed by Rahm's brother. Except for music and sound design, Hell is Other Demons was made by just one man: Hannes Rahm. Swedish indie studio Cuddle Monster Games hit the scene in 2019 with Hell is Other Demons, a 2D platformer with bullet hell elements and a retro, arcade-y sensibility.
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