Was there a lot of iteration involved in nailing the movement system? Speedy parkour platforming is a big part of the game, with players being able to quickly run along walls, slide, dash, and mid-air strafe. Besides, the majority of our team likes challenging games, and we think creating games that we would like to play is the best part of being a game developer. The overall vibe of the high difficulty also evokes a sense of urgency. Ghostrunner wouldn’t be what it is without the ridiculous number of attempts it takes a newcomer to beat a level. In the end, we stuck to the core principles we started out with, and I think we’re better for it. There were moments during production when we thought that maybe the game was too hard that maybe we should tune it down to be more palatable to a wider crowd. Not everyone will be willing to put in the time and effort to learn how and why your game’s quirks make it worthwhile. This comes at a price, though if you’re designing a system that’s one of a kind, there’s going to be a learning curve. What I’m trying to say is that for a small developer who’s trying to reach a wider audience, making their game unique is the way to go. Luckily for us, creativity and innovation don’t rely solely on budget. Gąsior: We’re an indie studio, so there are areas in which we can’t compete with industry giants. Why was this the right approach for Ghostrunner? Whereas many studios opt to make a game that appeals to a wide audience, your team set out to make a challenging title geared towards hardcore gamers by leaning into trial-and-error mechanics. While that formula worked well from a top-down perspective, bringing it to first-person added extra layers of complexity and nuance, opening up a whole new dimension of possibilities for our level designers. Our previous game, God’s Trigger, was heavily focused on one-hit-one-kill mechanics and allowed players to learn from their mistakes. Narrative Designer and Writer Jan Gąsior: In a way, it was the logical next step for One More Level. With the title coming to next-generation consoles, we interviewed One More Level Narrative Designer/Writer Jan Gąsior and Lead 3D Artist Damian Tłuczkiewicz to see how they developed one of the slickest games on the market.Ĭan you elaborate on the inspiration behind Ghostrunner? What drove the team to make a melee-focused first-person platformer? Hooked Gamers said in its review, “It’s rare to find a game that succeeds so well in everything it does, and the result is a game that absolutely everyone should check out.”ĭespite being developed by a core team of about 30 people coupled with the fact that this is One More Level’s first Unreal Engine-powered game, Ghostrunner features AAA-quality visuals with a gorgeous neon-cyberpunk aesthetic that’s bolstered by ray-tracing support. The game sports a wide variety of dangerous enemies, all with their own strengths and weaknesses, which makes navigating levels a unique puzzle-like challenge. The best way to stay alive is to always be on the move with your arsenal of abilities that allow you to wall run, dash through the air, and more. Everything in the game dies in one hit, including yourself. The action-platformer focuses on speed and leans into hardcore challenging gameplay. Developed by Polish studio One More Level, Ghostrunner is one of the coolest post-apocalyptic games around.
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