Red Means Go! (1 of 2)

In this series, we’ll share some development insights for Into the Forest, action survival game.
 
Our initial goal was to create a small but challenging action game, and we were looking at games like Minigore, Dragon Hills and Subway Surfers as reference. Stripping apart all the bells and whistles, these games had two main elements:
 
  • Ease of Control
  • Unlimited Challenge levels

 

Tight lil' Games

 
We wanted a pinch of freshness. We combined a bit of arcade controls with running-for-your-life, letting players zip through enemies and building up tension with waves of enemies. To create this parkour-esque atmosphere, it was imperative that we lock down:
 
  • Player movement
  • Lack of direct actions to defeat enemies
In hindsight, we had secured these small, easy-to-manage set of goals early on. Our development cycle was relatively straight-forward and on time (~6 months conception to launch). For most on the team, it was our first mobile game, and 6 months actually feels alright for pacing.
 
For theming we opted for the familiar tale of the Little Red Riding Hood with Wolves as the antagonists. This also helped to paint a clear picture with our art team and internally as to what the finished product would look like. Not to mention wolves chasing down Little Red is an easier concept to grasp for the wide audience we were aiming at. The huntsman naturally was the 'sidekick' that helped you out.
 
Most of the high-level concepts were set, our art teams were slaving away at concepts, design and programming was on its way piecing together a MVP build with existing assets. With all this in mind, we embarked on a journey, deep Into the Forest. In the next part of the series, we'll investigate in-game systems and loops.
 

 

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