Dating in academia

07 Mar

But ultimately you’re not going to have a horrific time, and it’s going to work out in the end—and you’re a wizard right? ""It’s very young adult literature in a lot of ways," says Baylis."We’re taking that idealised heroism away from you and you’re just another awkward teenager at a school of awkward teenagers.""I think it’s worth pointing out that we’re, in general, not just out of coincidence, a young company," says Brice.I think the biggest thing we learned from Stardew Valley is that there’s an inherent value in [having] a game world that’s just charming to be in.Before you even start talking about the gameplay and the mechanics and everything else, am I in love with this game world? How do I put together a game world that really hits home, [that] I just want to spend my time in?Wargroove is referred to as a smaller Chucklefish project, relatively speaking—six or seven people are working on it, with a release date targeted for early next year.Meanwhile, around nine or ten people are already working on Spellbound, and like Wargroove, it's partly inspired by games from old Nintendo consoles."For example—a lot of this is still early days, so a lot of this is still open to change and everything—but when we look at our combat system, we’re [asking], 'what about traditional top-down Zelda-style gameplay? How can we refine that, how can we bring that forwards?'" Like Wargroove, Chucklefish is looking to modernise rather than just borrow.

"We want to hit close to home, but in a way provokes that intense nostalgia."I like to put it down to everyone [getting] excited about the magic school flavour of the month, so if this was ten years ago it would have been, 'oh this is just like Harry Potter' and now it’s, 'this is just like Little Witch Academia.' In ten years [it’d] be something else."There's no better time for a game like this, and these early looks at the game's world and characters have produced a pretty amazing reaction.Look out for my upcoming Chucklefish profile piece on PCG in the near future, where the team discusses the idea of being commercially minded as an indie developer, how the studio picks its future projects and more."There’s a whole mixture of them," says CEO Finn Brice when I ask about Spellbound's influences."The most obvious ones were Harvest Moon and Stardew Valley, there’s a lot we learned from that.