![]() So we’ve been really riding the fine line of what’s too hard, what’s too easy, and where are we going to get the satisfying wins without losing too many people.” Because the important thing is that you want to get frustrated, but not too frustrated, because then you’ll just quit before you win. Jordan: “We really tried to hone the difficulty curve on this one. Balancing RunGunJumpGun’s Mind-Crushing Difficulty The developers were unable to elaborate more on this third world, but we can only imagine how challenging it is based on the hours we poured into the game. And just as you’ve gotten used to this two-button mechanic, we throw a wrench in your plans yet again with the third world.” The first world is the ideas themselves, and then in the second world the whole screen warping mechanic comes in and completely changes the way you think. Logan: “We had this thought where each of the three worlds has its own gimmick and reinterpretation of the main ideas. ![]() The same holds true for climbing ledges and swapping perspectives. What waits for him down there could be saws, spikes, or a multitude of other dangers. For example, your character will dive off a ledge into a mysterious abyss below. In RunGunJumpGun, the use of negative space comes into play multiple times over the course of the game's playthrough. That’s sort of the whole exercise of the game, how can we simplify the controls but still keep you 1,000 percent engaged in what’s going on.” RunGunJumpGun’s Negative Space It’s like an automatic runner, but we come up with ways of making that challenging. When you’re shooting down, you’re flying, and when you’re shooting forward, you’re not flying. Logan: “There’s a button to shoot forward and a button to shoot down. You’ll run into spiked ceilings, skirt through flaming fireballs, and even find yourself chopped by a flying buzz saw. Yet somehow, despite the simple button configuration, RunGunJumpGun finds countless ways to challenge you as you progress. What makes RunGunJumpGun’s difficulty even more interesting is the fact that there are only two keys required to play the game, L-Shift and R-Shift. Jordan: “We basically took the pulsing art of Hotline Miami that we love and said, let’s make something that’s fast and hard and colorful.” The Tricky Mechanics of RunGunJumpGun However, they decided to incorporate it as one of the game's main staples. At first, the developers didn’t even realize that was the direction they were headed in RunGunJumpGun. RunGunJumpGun eventually began to take on its own unique characteristics, one of which is a high level of difficulty vaguely reminiscent of titles like Super Meat Boy. ![]() Matt says, what if when you shoot down, you fly, and it’s like a helicopter game like Flappy Bird? I was like, yes, let’s do it!” I had this feeling that there are a billion of those and they’re all the same, so let’s make something that’s a little bit stupider than that. ![]() ![]() Jordan: “So Matt’s saying, let’s just make a run-and-shooty game. Like, we’re going to take a week, the characters' faces are going to be of the coworker’s we’re saying goodbye to, and it was going to be a fun little thank you joke.” How RunGunJumpGun Changed DirectionĪfter learning that RunGunJumpGun was essentially born from the idea of giving their coworkers at Sticks and Stones a nice send-off, Jordan and Matt began to flesh out the concept behind the game in more detail while sitting in Matt's basement. Basically, Matt and I were sitting in his basement, and this was going to be a stupid thing. Jordan: “RunGunJumpGun was an idea that was originally going to be sort of a fun little goodbye card from Matt and I to Sticks and Stones, our former employer. Coming up with the Concept for RunGunJumpGun To get a better idea of how the game conceptualized and developed, we spoke with Jordan Bloeman (writer/composer), Matt Satch (artist), and Logan Gilmore (programmer). To accomplish this tricky task, you receive a giant gun that both propels you forward and also lets you obliterate the many hazards you encounter. The game, which is set to release on August 31st, is an incredibly difficult sci-fi platformer, where the goal is to navigate through hundreds of different and challenging levels as you collect Atomiks, glowing space minerals strewn throughout each map. Indie Obscura recently had the opportunity to chat with the developers at ThirtyThree Studios about their upcoming indie title, RunGunJumpGun. ![]()
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