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We've had a lot of feedback from people, or parents in particular, where they say things like, “Oh, my 10-year-old, he can just play the whole game by himself.” They're very proud to tell us that and this is great for us because we've designed the game in that way - to be very approachable for younger players. I also think that people do like that it's very approachable for a lot of players. I find a lot of people really like the art style in particular. And not only that, but we do our own spin on characters - boss designs, especially. Our interpretation of it is a little bit different too. So with a Voxel art style, we're kind of pushing it in a slightly different direction. It captures people's imagination as it did ours, so that's one thing that they like. Q: What do you think players are enjoying most about Ravenlok?Ī: I think a lot of players get into it because they see that it's an Alice in Wonderland-inspired game. I hope that we can continue to do this because it's really something that I think is the backbone of our success. As for the arc of the Voxel trilogy itself, I think that the skills and team dynamic that has been happening through the three games is really something that I'm quite proud of. So, I'm happy for that project to be able to release and also find success. That was the game where, during the pandemic, everybody stayed at home a lot, and we were able to work together through that time - a really difficult time. It all really came together during the pandemic with Echo Generation. We can really see how we've evolved in terms of not only the art style but also just in terms of the skills and the team dynamic. Originally, the team from Riverbond, mostly Martin and I-but we also had two artists, Danielle and Simone, who are still with us right now on Ravenlok and our future projects as well. Q: Looking back at Riverbond, Echo Generation, and Ravenlok, what are you most proud of and why?Ī: I guess the thing that we realized at the end is that we've really been building on our skills. |
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