But, to my surprise, you couldnt be more wrong.
So how can you make it different?
The main idea basically was to renew the genre, Imbert admits.
Were not the first to do it, but we wanted to do it our way.
The fact that you might do different builds was a way to make it different for every run.
Imbert notes that another big reason Absolum went for a roguelike approach was to support the games fantasy narrative.
Thats what we call evolving the beat em up genre.
This is our first time as a co-developer.
The worlds of animation and video games dont work in the same way, Mary notes.
When we did the first vertical slice of the project, we finished everything.
After that, we decided to work with a rough pass between the developers and the designers.
During early development, the game was slower-paced and more akin to Streets of Rage with more purposeful movement.
As animators, we asked, can we run?
Supamonks wanted this part to make it much more dynamic.
From a game design standpoint, its also very interesting, Moisa says.
Thats the cool thing with your own IP - everything is open and you could do whatever you want.