Even if you have a huge gaming background and in your life you have tried not just Dota 2 and CS: GO, you might never have actually encountered games of the Rogue like genre. However, you have actually most likely become aware of Hearthstone and you are at least a little familiar with the principle of CCG. But if in Hearthstone the basis can be considered constructing a strong deck, playing card bundles, and the game rate is set by the quantity of mana and the expense of cards, then in roguelikes whatever is a little bit different.
In a card roguelike, the hero walks around a map with arbitrarily generated paths, where challengers, employers, events, merchants with cards and other things atypical for Hearthstone await him. In addition, the gamer is pampered with devices and artifacts that perfectly integrate (or not) with the cards and form the method of the video game.
This is the genre we selected for our very first game. Knock on the coffin lid is a roguelike card video game with its own world and style, the atmosphere of the canon dream of the Middle Ages and an inconspicuous however addicting storyline from a young Krasnodar advancement group – RedBoon.
Like all groups, young and enthusiastic, we chose to accept the immensity to do: fast, cool on enthusiasm. However as you may guess, making a video game with a roster of young and resourceful designers is a risk. But making the video game a team of young designers in 2020 is a danger increased by two. Therefore, in spite of a good idea and a good start, we rapidly ran into problems. In the spring of 2020, RedBoon left a few of its workers, however we did not quit, continued to work, and in September Knock on the coffin lid turned into one of the winners of the Indie CUP, the biggest competitors for indie video games in Eastern Europe, in the Critics’ Choice nomination.
In December 2020, we planned to launch a full release of KOTCL. However the spring outflow of staff and the departure of the video game designer in November significantly decreased our advancement, as an outcome we got the traditional scenario of “expectation vs. truth”.
RedBoon now deals with a plethora of jobs that require specialists and volunteers to contribute to finishing the job. First off, we had problems working with noise. We have not yet had the ability to find experts who can help with the sounds, music in the video game and with the voice acting of the video game video. In order not to be unproven, we will reveal a piece of the video that we made, but without the sounds, the video is rather dead than alive, in spite of all the efforts of our artists.
In December 2020, we planned to release a full release of KOTCL. But the spring outflow of staff and the departure of the video game designer in November significantly slowed down our advancement, as an outcome we got the classic scenario of “expectation vs. truth”.
RedBoon now faces a wide range of jobs that require specialists and volunteers to have a hand in finishing the job. First off, we had issues dealing with sound. We have actually not yet been able to find specialists who can help with the sounds, music in the game and with the voice performing of the video game video. In order not to be unfounded, we will show a piece of the video that we made, but without the noises, the video is rather dead than alive, despite all the efforts of our artists.