

Everything becomes about colors, composition and silhouettes. Anatomy is much harder to struggle with when things are so small and simple. But I found the NES style to play well to my strengths. While I knew I could do pixel art, I always struggled with it. But I was already doing more complicated-looking levels with parallaxing backgrounds and stuff. The " Castlevania Block" is used for practically everything and the backgrounds were simple. One of the appeals of doing a Castlevania 1 style game is you make everything with just a few tiles. I had already been making the game far more complicated-looking than I originally intended. When those bugs were suddenly fixed, I started making bolder decisions. Part of the reason I wanted to make a small game was the tools I was using had a few bugs that made them unsuitable for larger projects. What made you want to expand it over the years? Of course has the game expanded that didn’t quite happen… So, the original idea was just to create a Castlevania 1-like game for free, trying to make use combinations of simple enemies, leading to simple, yet exploitable bosses. Bosses were single set piece moments, so they didn’t need to be designed to be flexible. IWBTG had very little in the way of enemies and those it had were used in just a few screens. So, coming off making I Wanna be the Guy, this was something I wanted to experiment with. Either too simple or too erratic to craft reliable challenges with. I think this is something easy to take for granted, but if you’re like me and recreationally play a lot bad games, a common flaw in generic bad platformers are enemies that are just… there. Castlevania 1 and 3 do a great job making enemies that combine well with terrain and each other. So, approaching them as an adult it was much easier to appreciate all the smart enemy placement and design in the game.

Michael “Kayin” O’Reilly, developer of Brave Earth: Prologue – Despite growing up with and having played the NES Castlevanias, I was never much a fan of them. What were you looking to learn from creating the game, initially? You’ve said that Brave Earth: Prologue began as a study through emulation. Siliconera spoke with Michael “Kayin” O’Reilly, developer of Brave Earth: Prologue, to learn a little more about how the developer’s experience creating challenge in I Wanna be the Guy transferred to their new game, what challenges they’re facing in creating three play styles with their own levels to work through, and what drew them to build onto the Castlevania legacy. Brave Earth: Prologue takes players to a dangerous gothic world, having them guide Naomi, Sinlen, and Trevor across this bleak landscape, using their unique combat styles to play through three entirely separate campaigns against an evil that’s sweeping the land.
