The IGAvania or Metroidvania style of game is well-represented in the indie space. How lore was written, boss title cards, how item descriptions are written, it feels shameful to say it! I’m just as bad as anyone else! It’s just one of those games that slapped everyone in the face. It’s a corny thing to say, “Every developer who has played Dark Souls has changed their game because of Dark Souls,” and I hate it, but it’s true. So without telling him, I took that whole enemy, put it in BE:P, had him play a build, and he was like “I hate you. There’s this cool enemy that has all these cool attacks, can roll behind you, back and forth, but with how the game turned out in the end you don’t get to experience his A.I. I stole an enemy from one of my friend’s games, Aces Wild. Has anything you’ve seen from other games seeped its way in? With this long development cycle, surely you’ve played other games while developing Brave Earth: Prologue. But that’s also kinda good because it gives me time to polish other things, but it does push back the release date. I have somebody helping on big cutscene shots, stuff like that, but she’s a busy person with other jobs, so I’m kinda slowed down. The game took longer than I thought, I thought I would be finished last year, but there’s certain asset constraints that I’m relying on other people. It’s really sad, even on my Greenlight page I’ll go and there are “Is this game ever coming out?” posts, and I waited as long as possible for Greenlight because of this. It’s been interesting, and I’m constantly dealing with people thinking that the game is dead. How has this ongoing, seven year journey been for you? 2011, in 2016 you get the Steam Greenlight page, and this year Dangen is stepping in to support. So the game’s publically announced in Sept. There’s not a lot of games like that out there, I wanted to do Castlevania 1, be nice and short, not a lot of graphics, not a lot of anything. But THAT game took 7 years and is stuck on a crappy engine.īut it was a game that I wanted to make because I also like normal Castlevania. I always wanted to make a Metroidvania, but I was just like “Oh this is gonna take me 5 years of my life and I want to try to do it in an engine that’s really port-able, put it on consoles and stuff like that so let me make the smaller game, wait for a better engine to get finished or other people to figure stuff out in 2D or Unity, stuff like that,” and then I started working on Brave Earth: Prologue. What made you want to tackle Brave Earth: Prologue as your first game after I Wanna Be The Guy and I Wanna Be The Guy: Gaiden? I don’t feel comfortable saying when it’s going to come out, but this year, hopefully sooner than later. Instead, I’m only stealing the spirit of another game, I’m stealing the spirit of Castlevania! My current game is Brave Earth: Prologue, which is nearing into completion. Michael O’Reilly: I am Michael “Kayin” O’Reilly, creator of I Wanna Be The Guy and I am now trying to make a more legitimate game that isn’t riddled with copyright theft. Siliconera got in contact with Michael “Kayin” O’Reilly of Kayinworks, the mind behind I Wanna Be The Guy and now Brave Earth: Prologue, at BitSummit to talk about his new game’s long development time, its strengths in the face of other Indie-vania games, and its devotion to NES authenticity.Ĭould you please give a short introduction? It’s no wonder that such an ambitious game is still under development. With three playable characters, tightly-designed levels and combat, a grand story with glorious 8-bit cutscenes, and visuals and sounds straight out of the best that the Famicom (Japanese NES) had to offer, the developer Kayinworks wants the game to stand up there with the greats of NES history. Brave Earth: Prologue is unique among Indie-vania games in its deep love of its inspiration’s roots, hewing closer to the early Castlevania titles than Metroid.
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