Where we are
We haven’t written you for a while and we’re very sorry about it.
These last months have been full of hard work, of frustrations, of trying new things and verifying that some of these did not work as expected and we had to start over.
The year started well, we focused on the fighting mechanics of both Narita Boy and the enemies. It was relatively simple: we designed the movements and integrated them into the unity. The result has been very good and the feel of the fighting is great. We believe that we have a very good base to achieve excellent playability and fighting mechanics.
In parallel, we started to assemble all the ideas we had written and prototyped in both the GDD and the Unity ... At this point, we realized that the game was going well but that it lacked the originality and the author's hand that I want it to have. So we went back to add a deeper exploration component and a progression in the game to make it more focused on the narrative.
We think that moving linearly across platforms and killing enemies can be very entertaining but we want to distance ourselves from this way of understanding the game. We want to focus on achieving goals in the game that result in a better understanding of the story.
That way, the more you progress, the more you learn from the Narita Boy universe and the more knowledge you have to move forward. Moving forward becomes the way to learn and to create a story that reveals itself in stages. The difficulty increases gradually and the most surprising parts of the story are unveiled.
For the exploration part of the game, there were many days of thinking and some headaches too. We wanted to find original ways to progress and set aside the classic key that opens the door. We are finding our own code and originals way to unlock new levels of the game.
This part has to lead us to several crunches. We had to redo a lot of work and spent blank nights thinking how to achieve a unique experience. We think we have found it. In Narita Boy, you can progress walking, linearly, or you can transcend through computer monoliths. The problem is that these monoliths have a code. Thus, you must find your way using clues and learn how to transcend and what patterns to use.
That adds a deeper exploration component where you not only kill but you also learn to use your own language or game code. It is very important to listen to what the NPCs says because although they speak in the form of riddles and with a very Neuromancy tone, they are releasing clues of where to look.
We are very pleased to have something to be proud of. We are satisfied because we have gone through a lot of stress and several crunches. But now we are on the right track, every time I think of Narita Boy I am very proud to know that we have something different, something that we wanted to have from the beginning, a game that leaves its mark, a deep and bizarre experience and I'm glad to see that we are achieving it.
Making a game is very difficult, but to create an original, author, experimental and narrative game, we think it is even more so.
It is true that we could have chosen to do something much more conventional but for that, every day there are dozens of games that you can find on any platform. We are trying to make art, to make our game an experience to enjoy with all the senses. Achieving emotion is our goal. We want to shake your heart, to ruffle your skin and to excite your senses with the digital landscapes of the NB world. All this added to the arpeggio synth sounds will make the killing of an enemy an experience of great satisfaction.
Thank you for supporting us. I assure you that we are working to offer you something different.