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Wunderling's dev teams open up on the game's premise of playing as a common enemy goon

Wonder no longer
by rawmeatcowboy
01 December 2019
GN Version 5.0

All the big-name games have their goons. The low-level thugs you have to deal with before you get to the bigger, badder bosses. Wunderling aims to take the lowly goon and give him the starring role. In an interview with Nintendo Life, Niklas Istenes, CEO of Retroid, explains where the idea came from.

Some game designers think that limitations stagnate creativity while others think it can boost it. I've always been fascinated by limitations in games, especially one-button games. There is so much you can do with a single button to both create interesting challenges but also make it accessible for people having a hard time using multiple buttons and analogue stick at the same time. We wanted to create an accessible platform game that just required one button.

We started with just a black square that moved back and forth, bouncing against the walls and could jump when a button was pressed. When it came to story we asked ourselves "what creature can't stop and can only change direction when hitting a wall?". Then it became clear, a lot of early low-level platform game enemies had this behaviour! And so, the Wunderling was born.

[Link]