
Old School Gamer Magazine interviews Heikki Repo, co-founder and creative director at Cornfox & Brothers, the mind behind Oceanhorn, to delve into what sets this new dungeon explorer apart.
Old School Gamer Magazine: What inspired the creation of this game?
Heikki Repo: Oceanhorn: Chronos Dungeon emerged from our desire to develop a local co-op spin-off of the Oceanhorn series—a game that friends and family could enjoy together. We drew inspiration from classic titles like Gauntlet, shifting away from the Zelda influences seen in earlier installments of the series.
Old School Gamer Magazine: What was your role in this project?
Repo: I served as the creative lead, overseeing the game design, story, and art for Oceanhorn: Chronos Dungeon, much like my role in previous titles. While I typically act as the lead artist, we collaborated with freelancers for various aspects of production this time. Japanese illustrator Sora Rion designed the characters, while I created pixel art portraits and sprites. Towards the later stages of development, I also contributed to the game’s pixel art—a delightful return to my roots as a pixel artist!
Old School Gamer Magazine: How has the development process been?
Repo: Initially, we envisioned a small-scale project, but we learned that no game is truly “small.” Chronos Dungeon evolved into a three-year endeavor. With our team busy on other projects at the start, we collaborated with indie developer Woblyware (known for the League of Evil series) for programming. Our initial focus was on the co-op experience, but the game underwent significant changes late in the development process, enhancing single-player features, integrating randomized skill trees, and adding the town of Nexus with its own lore.
Old School Gamer Magazine: What unique qualities does this game offer?
Repo: The co-op feature truly distinguishes Chronos Dungeon. It’s designed for marathon sessions with friends or family. For Steam players, the Remote Play Together feature lets friends join your game remotely, increasing the fun!
Old School Gamer Magazine: Which games had the largest influence on Chronos Dungeon?
Repo: Undoubtedly, the Gauntlet series was our greatest influence, but you’ll also see elements from Zelda and Castlevania. We aimed to keep the straightforward gameplay loop of Gauntlet while incorporating Oceanhorn’s distinct flair. Over time, we introduced features like Special Items inspired by Castlevania, where collecting mana potions enhances their usage!
Old School Gamer Magazine: Any memorable moments or interesting stories from development?
Repo: While I don’t have any wild tales, I can share some interesting behind-the-scenes details: Oceanhorn 1 was built on a proprietary engine, while Oceanhorn 2 utilized a version of Unreal Engine 4. However, this project marks our first venture into Unity, leading to a unique game development experience for our team.
Old School Gamer Magazine: What key lessons did you learn during development?
Repo: We realized that there’s no such thing as a small side-project! What began as a manageable spin-off turned into a full-fledged title. I have no regrets; the game is fun and distinct from the rest of the series, but now I understand the scope of what I’m getting into with future projects!
Old School Gamer Magazine: How important is it to retain older gameplay mechanics in contemporary games?
Repo: It’s essential! Many fantastic mechanics from the past deserve to be revived. Personally, I’m thrilled about the resurgence of turn-based and tactical games. However, it can be a challenge to reintroduce old conventions, as they may not resonate with newer audiences. Finding a way to adapt these mechanics for modern players is crucial.
Old School Gamer Magazine: In a crowded marketplace, how do you differentiate yourself?
Repo: It’s a complex question, but with Chronos Dungeon, we’re focusing on brand recognition, attractive visuals, and a quality gaming experience. The game is free on iOS and Android, allowing anyone to try it out. On Steam, we offer a premium experience at an approachable price point.
Old School Gamer Magazine: How did the genre shift affect gameplay enjoyment?
Repo: Oceanhorn has always had a Zelda-like reputation, but it also integrated action RPG elements absent in the Zelda series. With Chronos Dungeon, we concentrated on familiar elements that fit the fast-paced dungeon-crawling mechanics. This shift was a gamble; players accustomed to the Zelda style might miss out on puzzles or open-world exploration. Yet, we believe that with the right communication about the game’s genre and a focus on multiplayer fun, players will enjoy the experience. We incorporated some “Zelda-lite” mechanics into the dungeon crawling, and I am confident that fans will appreciate the results!
Old School Gamer Magazine: How have your past industry experiences informed this game?
Repo: There’s a common piece of advice in the industry for both newcomers and veterans: limit your scope. We attempted to apply this to Chronos Dungeon, but ultimately, we couldn’t contain its growth! The game transformed into a robust chapter within the series, rather than a mere spin-off.
Old School Gamer Magazine: How do you want this game to be remembered?
Repo: We aim for players to recall it as a delightful dungeon-crawling spin-off of the Oceanhorn series. With each new game start, the dungeon and skill trees refresh, allowing for endless replayability!
Old School Gamer Magazine: What’s next for you?
Repo: We have been working on an unannounced project using Unreal Engine 5 and are nearing completion! We look forward to sharing more details about it soon!
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Original article by www.oldschoolgamermagazine.com


