Recently,
one of our Top 5 Greenlight Games was Barbara-ian,
a dungeon crawler at a breakneck speed, where your character only has one hit
point. I was lucky enough to play a beta
version of the game, as well as speaking to the creators, Sam Chester and Kristian
Andrews.
Beta Impressions
I’m a big fan of dungeon crawlers with my most
recent explorations in to them being the Torchlight series. There is something satisfyingly simple about
such games, particularly if you’ve come home after a long day at work and don’t
fancy dealing with a complicated RPG or strategy game.
Barbara-ian
takes
dungeon crawling to the simplest level possible and I mean this in a good
way. Upon firing up the beta, I ended up
playing for 30 minutes non-stop without realising how much time had
passed. It was the perfect remedy to
what had been a busy day, with a particular satisfaction to hitting things and
blowing stuff up!
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All hell breaking loose |
The premise is pretty simple – Barbara-ian (who is
a woman incidentally) gets dropped in to a randomised dungeon armed with just a
simple weapon. After that, it is a case
of running around, hitting things and avoiding getting hit. Both your character and all enemies have one
hit point so a game can be over very quickly!
However you get thrown right back in to the action straight away and
before you know, you’re saying to yourself “just one more game and I’ll
stop”. That one more game ends up being
hours and hours if you aren’t careful!
Overall
I’m really impressed and I’m sure the final version will be even better. If you get the chance, check the game out on their Greenlight Page and vote yes for it. There is also the chance to sign-up for beta
on their Website.
Interview
Q. Tell us about Barbara-ian
Barbara-ian is a super fast paced twin-stick
dungeon crawler focused on pure action. It's all about the smashing - enemies,
doors, torch sconces that look at you funny etc. The hero herself, Barbara-ian,
isn't the kind to put up with hours wasted hacking at enemies - she's got stuff
to smash after all - so it's 1-hit kills all round!
Q. What inspired you to make the game?
Sam - The first prototype for
the combat system which would eventually lead to Barbara-ian was inspired by
old samurai movies - principally Shogun Assassin. I loved the immediacy of the
combat in those films, it was one vs many with no duelling at all, just one
well placed hit.
I was interested in exploring that kind of combat without trying to simulate sword play (which I feel is a dead-end), making it more about the spacing and timing of attacks, and pushing for improvisation on the part of the player, rather than the sort of tight planning that Hotline Miami (rightly) focused on.
I was interested in exploring that kind of combat without trying to simulate sword play (which I feel is a dead-end), making it more about the spacing and timing of attacks, and pushing for improvisation on the part of the player, rather than the sort of tight planning that Hotline Miami (rightly) focused on.
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That door isn't going to last long |
Kristian - A while ago I made a few doodle films
for Comedy central featuring a D&D character called Barbaraian (https://vimeo.com/24606015) and
for some reason she stuck with me.
The low-poly aesthetic followed on from my last
short film 'Let's Play Nomad X' which
was inspired by the 3D Amiga games of my youth, like Frontier Elite II. When I
finished that film I wanted to further explore what can be achieved with
graphical limitations and I knew should try and make a game rather than go on
making films about games. When I eventually played Sam's melee prototype I was
so riveted I shot off an email with a 3D model of Babs to see if he'd like to
work together.
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Odds have been better on staying alive... |
Q. How long has it been in development?
Development started in earnest in July 2014, so around 8 months, part
time as both of us work other jobs, though as mentioned there was work done on
a prototype about a year prior to that, before it had any of its current style
or character.
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Deeper down... |
Q. Have there been any particular highs or lows
during development?
It's been surprisingly smooth! There was a low a
couple of months in, when the procedural generation system had to be rewritten
from scratch because the first iteration wasn't up to the task.
Luckily we were able to build on the mistakes from
the previous one, so although it took some time out from other features, the
game benefitted immeasurably from it.
A particular high came just last week, after we
implemented a bunch of new sounds & particle effects, which together had a
huge impact on how exciting the game was to play. Sound had taken a back-seat
before that as we don’t have a dedicated sound designer, so spending time
getting it right was a big plus.
Also we mustn't forget
that wonderful moment at the end of a long coffee fuelled dev week when we
made the magic wand chuff out blue explosions!
Q. Do you have any advice for other Indie studios?
Keep it small, and keep it in scope! It's
definitely not unique advice (we're working off the same), but it's always
worth hearing again. If you're not being paid to do it & there's no
guarantee of getting paid at the end of it, it helps if it didn't take 2 years
of your life to do.
I'd also say that for people in a similar situation
to us, where you don't have a particularly unique concept, make sure you market
it in an interesting way. We opted to sing our own trailer music & filmed
ourselves failing miserably at it! There's nothing worse than obscurity, so
make sure there's something worth talking about
Q. What are your plans for the future?
With enough support for Barbara-ian we'll continue
to develop new features for a little while at least. There are many, many cut
features that we always planned for but became increasingly impossible to do in
a reasonable time, so working some of those in (hopefully as free updates)
would be wonderful.
Otherwise, we're already planning for a new,
drastically different game. We're the kind of people that love exploring new
avenues for ourselves and our ideas, so I wouldn't expect a Barbara-ian 2 any
time soon...
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