30 May / 2017

Dungeon Heart Game Review Part 3

I find your game very unique, what was your inspiration?

I had a number of inspirations for Dungeon Hearts.

  1. I don’t really like puzzle games, so as a game designer it’s a fun challenge to take something you don’t like and put your own spin on it. Moving outside of our comfort zone is how we grow and improve our craft. I thought it would be fun to get rid of the turn-based nature of most puzzle games and make it feel more like an action game.
  2. Being a big fan of JRPGs, of course I’ve always wanted to make one of my own. But as the artist/designer/programmer of Cube Roots, it would take me a long time to create one from scratch, so I decided to take my favorite parts and get rid of everything else. First and foremost I play most RPGs for their battle systems, so I wanted to design one that had a more active element than simply pressing Attack repeatedly. Story is important to RPGs as well of course, so I wanted to see if I could hide a story in the game without showing it explicitly, and see if anyone could decipher it.
  3. The Japanese gaming studio Sting (now Super Sting I think). They make a series of games called The Dept Heaven Series, my favorites of these being Yggdra Union and Knights in the Nightmare. Both games combine systems from different genres in an interesting way. The both have steep learning curves, but once you get over that they are fun systems to explore.

Was this the first time you guys created a game, or did you used to work on other games/companies

Dungeon Hearts is my first full indie game, although I’ve worked at a number of larger studios over the years. It’s the experience I gained working in the mainstream industry that allowed me to create this game. I’ve also made a number of prototypes of other games before settling on Dungeon Hearts (such as TIMESCALE and Gaia) that I’d like to go back to.