September 4, 2012 Part puzzle, part adventure, part RPG, part casual, part hardcore. EndlessFluff Games certainly combined a lot of different features into their latest title, Legend of Fae. If you'd like to see what we thought of it, you can check out the review here. We also got a chance to catch up with one half of the development team, Carolina Moya, and ask her some questions. Keep reading to see just what they were!
Carolina Moya: EndlessFluff Games is the combined efforts of Kyron Ramsey and Carolina Moya. We've known each other since high school and always loved working on projects together whether it was comics, animation or games. So the name EndlessFluff goes way back. Originally it used to be the title of a comic we wanted to work on together. Over the years we ended up working more on games but kept the name.
Carolina Moya: Well, this was a long time ago, so it's a bit unclear, but I think what triggered it was when we first saw RPG maker for PlayStation on the shelves. We didn't even play it, but the idea of it was so alluring that it initiated an online search for game making tools and eventually started a hobby for us. That hobby eventually turned into a great way to get a job in the game industry.
Carolina Moya: Legend of Fae took about a year and a half to develop. We left our jobs and worked full time, but when savings started to dry up, we started to look for jobs and alternated on who'd stay home to finish the game while the other worked. As for things that didn't get into Legend of Fae, originally we really wanted to do all of the cut scenes in stylish comic form. We also wanted more meaningful friendly NPC encounters. Other than that, we wanted to put way more polish on everything.
Carolina Moya: Legend of Fae is set in a sort of alternate reality WWII time period. Sea Cross Island is only a small part of the world, but it is a very important focal point. We hinted at some of this with the history and of lore in the 'Collection Tomes' for specific characters. We thought a lot about the past and future of the world, and there are many small plot strands that we introduced in this game that lead to much deeper plots that we would like to explore some day. Things like how the sudden introduction of magic would affect the War on the Mainland. The social divide between people that accept or reject magic. The conflicts between various groups of aggressive natural creatures and fae creatures. This is just the first of many adventures and gameplay types we would like to explore in this setting.
Carolina Moya: That's a tough one, but I think it's going to have to be Fred. At the start of any project, there are always placeholder names. Legend of Fae for the longest time would start and the placeholder title screen would say "Fantasy Puzzler." Well, for the elements their names were "Water", "Earth", "Wind" and "Fred". Our friends really grew attached to this quirky name for him and it sort of suited his personality, so we gave everyone else a final name but let Fred be Fred.
Carolina Moya: Oh yeah! We were Tetris Attack fiends. We also always loved Puzzle Fighter, and we were really interested in the idea of actions at the top of the screen affecting what's going on in your puzzle board. Legend of Fae was inspired by the drive to see how far we could go with that same idea.
Carolina Moya: Sort of. We learned a lot from making Legend of Fae. By nature we are hardcore players and love detail and depth in games, but we both learned how to make and sell games professionally at a company that targeted the casual market. So that's what we knew we could make and had promise to actually sell. But the mix is more confusing than helpful. I often see hardcore players not want to play it because it looks casual and casual players complain because they didn't expect to read or engage in story.
Carolina Moya: Yes! The Stigandr are a very interesting part of the overall story. If/when we work on another game in this world, we can't wait to introduce more of them and their history.
Carolina Moya: The original Valdis Story was really just a test Kyron did on his own to find out what he could actually achieve. There was no design before hand – he just kept thinking of features he liked in other games, then went about figuring out how to make it on his own. The game is comprised almost entirely of "Feature Creep." Eventually, Kyron had to take a break from working on it because he needed a new job. When he got back to it, he realized it was nearly impossible to work with the original code. The game was very popular, though, and there were still many ideas we wanted to explore with that game type.
Carolina Moya: Valdis Story is an exploration platformer similar to Metroid and Castlevania. It is very combat/customization focused. The story is a bit more involved than is typically found in this type of game, with RPG-like towns and NPCs scattered about.
Carolina Moya: It is constantly on our minds. Every once in a while we get an idea and write more in the game's doc. We are really excited about further developing that game especially since it's a smaller project and would be a great way to cool down after finishing a large game like Valdis Story: AC.
Carolina Moya: All we can tell you is that the next large project's working title is "Judgment." It had design docs planned out for it even before Valdis Story A.C. We don't like to do the same game type twice in a row, so you can expect something new from us.