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TumbleSeed dev says the game takes inspiration from Dark Souls, Spelunky & Mega Man

by rawmeatcowboy
28 April 2017
GN Version 5.0

Coming from a TinyCartridge interview with designer Greg Wohlwend...

Dark Souls inspired the “campfire” concept

“If I rest here I can always come back here and it’s a bit of a checkpoint, but also, it means that everything above it, or after it, gets respawned so I have to keep focus on that. It’s more like a checkpoint, and that’s probably what Dark Souls thought – oh, there are these checkpoints in Sonic, so let’s use that.” In the final game, players are able to “plant” flags at certain spots if equipped with the default power set.”

Spelunky inspired the shop and enemy design

“But also just sort of the enemy design and the aspect of having things exist in the world and there’s not any arbitrary rules where, well, you planted a shotgun and when an enemy rolls over it it does nothing. When a thing exists in a world, it should be part of a system in the world as opposed to for you, this special player. You’re not special, you exist in the world, you have to adhere to the rules of the world.”

Mega Man inspired the weapons and power-ups

“Wow, these suit powers. I can have choice, and I can choose between like ten different suits for one plot, and it’s so interesting, and I can combine them together to make more interesting things happen for certain situations I might want to execute.”

[Link]