News

A Sister’s Journey Interview: Developer Talks Inspirations, Story, and Action-Oriented Gameplay

It is no secret that indie games can be a hit-or-miss experience. There are those like Stardew Valley and Celeste that have garnered widespread attention, pulling the focus of gamers away from AAA studios. While indie games come in various shapes and forms, many of them often lean into classic video game genres such as platformers, one example of which being the upcoming indie game A Sister's Journey.

A Sister's Journey is currently being developed by Florian Lackner. After an unsuccessful Kickstarter campaign, Lackner shared in an interview with Game Rant how he remains committed to seeing the project through. Lackner also broke down the many games that inspired A Sister's Journey's mechanics and art, an overview of its action-filled combat, emotional story, and the lessons he has learned throughout his journey as a solo video game developer. Interview has been edited for clarity and brevity

RELATED: All the New Indie Games PlayStation Announced Yesterday

Q: Is A Sister’s Journey your first video game project, or have you worked on other games before?

A: It’s my first public project, at least, haha! I have already worked on various personal projects, prototypes, and ideas in the past since I have started taking an active interest in game development – which started back then in my teenage years, about 20 years ago. From some silly arcade games to show and play with my friends, over a few shoot ‘em ups, a rather complex RPG prototype (which I still might finish, someday), various clones of classic games like Tetris, to a custom particle and VFX engine, which I used for many years to create and sell various VFX videos, animated backgrounds, 360 VR videos, or other effects commonly used in CGI.

This particle engine is also what later became a core part of the game’s self-developed engine, on which A Sister’s Journey is being built. I always wanted to create video games, and of course, share them with others to play, but the reason I waited so long before starting that one big project and releasing anything publicly was that I really wanted to make sure that when I do it, it’s something special, something awesome! I wanted to take my time to learn, gather lots of practical experience, and acquire and develop the necessary skills to deliver the best possible gameplay experience. So for me personally, this isn’t just a game project. It’s something very, very dear to me – my life’s work basically, and I’m putting all my heart, soul, and passion into it.

Q: Tell us more about how A Sister’s Journey came to be. Why did you choose the platformer genre?

A: Many of the reasons that brought this game into existence were definitely the ones I named above. As for why a platformer, well, it’s one of my favorite genres! But on top of that, it’s one of the genres with such a vast number of different game types, subgenres, and possibilities, and I really love this diversity. From the classic Mario-like experience to puzzle games, run-and-guns, and the recently super-popular metroidvanias and precision platformers.

Speaking of which, the latter three basically build the core A Sister’s Journey consists of and are likely the three subgenres best used to describe the game. But you’ll also find a few traces of puzzle and adventure game elements, and if you’re into discovering secrets and uncovering mysteries, you’ll definitely find those in there too!

Platformers also were the first kind of games I came into contact with back then in the NES and DOS era, and they instantly captured my heart for the world of gaming. They have given me tons of amazing moments and memories, and they still do to this day. Besides their diversity, what I also love about platformer games is their accessibility. Next to being a genre that works extremely well on PCs, consoles, and handhelds alike, their concept is often so intuitive and simple (in the most positive way). Give anyone a platformer game and a controller, and even if they aren’t a gamer, they’ll likely instantly know what to do.

Q: Are there any video games that inspired you to develop A Sister’s Journey? What lessons have you learned from them that make A Sister’s Journey a stronger project?

A: Yes, absolutely. Probably more than I can count – or that I could ever list here. Having had a deep love for games since basically forever, there were so many games that have inspired and shaped my path as a game developer – generally, and especially for A Sister’s Journey.

And not only from the platformer genre. For example, the classic top-down The Legend of Zelda games, with the (in my opinion) extraordinary A Link to the Past above all, show such an exceptional use of metroidvania elements – with the term as we use it today not even existing back then. I always loved this kind of gameplay, unlocking the world more and more and acquiring more ways to maneuver and battle through the game world, with new things waiting to be discovered around every corner. Something that deeply shaped the path of A Sister’s Journey and its huge, explorable world.

As for platformers, in particular, Cave Story was the one game that originally ignited the spark for me to create A Sister’s Journey, and it was the first and main inspiration for my game as a platformer. Other games joined as inspirational sources as time went by, such as the innovative FEZ, the more recent Celeste, the beautiful Ori games, and older games like the iconic Mega Man series. Like I already mentioned, lots of games and elements from completely different genres too!

But besides all the games which inspired me and shaped the game in various ways, there also were tons and tons of ideas devised and envisioned by myself throughout all these years as a game developer and as a gamer. One of the most exciting things in developing this game was (and still is) when you finally can transform all those ideas into reality. Well, at least into a virtual one!

All those games that inspired me along the way, however small or large, helped me grow. And maybe someday someone might get inspiration from my game too, and goes on to create something even more amazing. That would be awesome. That’s what I truly love about games inspiring others and the support you can find inside the indie dev community. We all grow from one another.

Q: What’s your inspiration behind the art style of A Sister’s Journey?

A: Well, first of all, I’m a huge fan of pixel art (and artists)! So for A Sister’s Journey, being a platformer, a genre where pixel artworks extremely well – and to capture a lot of the retro aesthetics that defined so many games in that genre – I didn’t have to think twice to choose this style. But I also wanted to bring that style to the 21st century, utilizing the power and possibilities of modern systems while still staying true to the pixel art style. I’m also a huge fan of flashy effects, vibrant colors rich in contrast, and did I mention the particles? You’ll find all those a lot in the game!

Additionally, I always loved that tile-based, blocky look you’ll find a lot in 2D platformers, which again works extremely well with pixel art. Once more, Cave Story and especially FEZ inspired me quite a bit in that regard. While I always had that blocky kind of look in mind for A Sister’s Journey, when I started drawing my first tilesets for the game almost 10 years ago now – which was basically the moment when the project finally was starting to come alive – those games helped me to find my own style.

While I did a lot of drawing, experimenting, and improving my style in the following years, looking at other games or pixel art in general always helped a lot too. Finally, two more recent games definitely need to be mentioned as well, namely Celeste and ScourgeBringer. Both are exceptional games, and while the game’s style was already established by then, they helped me learn a lot and improve it further still.

When new people discover A Sister’s Journey, they often tell me that it gives them lots of Celeste vibes. So some might be shocked to hear that Celeste isn’t the main inspiration behind this game! But it sure helped me refine and polish both art and gameplay even further. And I absolutely do get where they are coming from. So to me, those comparisons are a huge compliment and I’m optimistic that for players who enjoyed Celeste, the chances are that they might have a blast with A Sister’s Journey as well.

RELATED: Tails of Iron Interview: Odd Bug Studio Talks Career Highlights, Influences, and Dark Epic Narrative

Q: Will the story of the game play a big role? Or is gameplay the main focus of A Sister’s Journey?

A: The story of A Sister’s Journey will definitely play an important part, as it’s also the key element that drives our heroine Violet forward to begin her journey – and it will continue to accompany her and the player throughout the game until the very end.

The narrative, its dialogues, and cutscenes aim to be crisp and concise while still telling a rich and emotional story. Of course, they will unfold more when needed, especially for key moments, but players can usually expect to be put back into action relatively quickly. With that said, actual gameplay will still be the main focus of the game, as you’d expect of an action platformer.

Additionally, there will be various ways for players to immerse themselves even more with the game world, if they choose so: often by exploring optional areas, by trying to solve the game’s many secrets and mysteries, or simply by stopping by and chatting a bit more with the game’s many characters. Overall, A Sister’s Journey aims for a good balance between telling a packed and emotional story and offering tons of action and gameplay.

Q: How do you balance the difficulty for each level? Should players expect A Sister’s Journey to be challenging, approachable, or both?

A: Both is likely the best answer here, and that’s what I’m aiming for. The game will be a challenging experience at its core. It will feature difficult but fair precision platforming, tough boss battles, and probably many deaths! Everyone who enjoys themselves a challenge will definitely find it here, as well as the delightful rewarding feeling when players finally beat a difficult area or boss. And even more, if they make it all through to the end.

Of course, games being difficult is not always equally enjoyable for everyone; for some, it might be stressful or taxing, some might want to relax after a hard day of work. Others have much more fun in simply exploring the world, experiencing the story, and enjoying the art and environments. And, of course, everyone plays differently. So to make the game accessible and enjoyable for the most players possible was always super important for me.

For that, the game will feature a special mode that players can turn on anytime. Doing so will make a lot of things more approachable, easier, and less stressful. To make this work, it will not just simply tune several stats and mechanics of some enemies down, but because A Sister’s Journey is also a precision platformer at its core, it will also adjust those mechanics. Deadly traps are slower. Other hazards might just hurt and not instantly kill the player. Jumps and other movements have a larger grace area to be still successful, and other mechanics and movements are also slightly adjusted or boosted in favor of the player.

The game will still offer a fair challenge, but players will be able to experience and enjoy the game at a much more relaxed pace. But even if players choose to face the challenge head-on (which I warmly encourage them to try, before anything else), “in favor of the player” is a key phrase with which A Sister’s Journey was designed throughout. The game offers lots of little hidden mechanics to help the player succeed, making the overall gameplay and movement feel much smoother and more satisfying.

Q: Some levels do not pose any danger in A Sister’s Journey. Why did you decide to include these small breaks in the middle of the game?

A: It’s all part of the game world as a whole! As described above, rather than separate, linear levels, the game takes place in a fully explorable open world, unlocking more and more as the player progresses through the game.

There will be many areas that focus on challenging precision platforming, others swarming with enemies – but you also might meet some of the many characters residing in the world of A Sister’s Journey or suddenly stumble into rooms full of puzzles. Sometimes you might find yourself in a rather calm and peaceful environment, simply inviting the player to let their sense of exploration guide them.

“Can I climb up there?”

“What’s at the bottom of this lake?”

“How can I reach that cave entrance over there?”

And you always should be on the lookout for secrets and hidden passageways! To me, these kinds of elements can add so much to the soul of a game world, as they truly make it feel much more interesting, engaging, connected, and alive.

RELATED: Stardew Valley Fan Creates Incredible Pixel Globe of Game World

Q: Tell us more about the combat in A Sister’s Journey. What variety of weapons can players expect to see?

A: Combat will be a fast-paced and action-packed experience. Unlike loot-based games with tons of weapons and randomized stats, A Sister’s Journey will offer a fixed variety of unique weapons, as we remember from classic shooters like Half-Life, Quake, or Unreal, for example (or Cave Story of course), which the player can find and unlock throughout the game.

Each will offer distinct, unique mechanics. From your default blaster weapon, over to a chain-lightning gun, a rapid-firing rifle showering the whole room in a deadly storm of ricocheting bullets, to a grenade launcher transforming into a shotgun (well, basically). There will be eight weapons waiting to be found throughout the game, and each will offer two distinct fire modes, resulting in even more ways to cause some mayhem.

Switching weapons and fire modes in the heat of battle will be super fast and easy with the press of a button. Less inventory downtime and more time blasting enemies! On top of that, each weapon can be upgraded in various ways. One of them is collecting Power Crystals from defeated enemies, a quick way to upgrade a weapon’s power level on the fly, making them stronger, faster, deadlier. Getting hit by an enemy will, in turn, not only drop your health but also drop the weapon’s power level again.

Another way to increase your weapon’s firepower is by collecting special components found and hidden throughout the world. Those will always be a valuable find throughout the game, encouraging the player to explore the world or basically any area they might find themselves in. In addition, they can be used to unlock a great variety of permanent upgrades for each weapon. And if that’s not enough, more hidden things can be found to unlock additional upgrades and functions. You can also upgrade your Power Core, which will benefit all your weapons alike and provide further utility and survivability.

Additionally, weapons will not solely function as a way to deal with enemies. Often, you might need to fire some precise shots in the middle of some dangerous mid-air stunt, to move some hazards out of the way and quickly! In the same way, you might need them to trigger switches or other objects. They can be used to open and reveal new paths, break blocks or walls to reveal secrets, or generally reach and unlock more parts of the world. And while the weapon focus of A Sister’s Journey clearly lies on its guns, without wanting to spoil too much, but there will be something in store for all the melee enthusiasts among us as well!

Q: In 2019, you started a Kickstarter campaign that didn’t reach its goal. What motivated you to continue with the project?

A: With what I told you by now about the project, how much love and work I already put into it even long before the campaign, and how much this project means to me personally, you can surely guess that this couldn’t stop me from continuing working on this game, and giving it my all.

As for why the Kickstarter campaign didn’t take off, there were mainly two reasons. The first one was definitely on me, as I made the rookie mistake of basically announcing the game along with the campaign. While I had lots of things prepared and thought those 30 days would be enough to spread the word, they really weren’t. I got amazing feedback from those few who discovered the game during that time and from Kickstarter, marking it instantly as a favorite project. It was the starting point of building an amazing community of people interested in the game, but I should have done that much sooner. For it really is a key element for such a campaign to really take off.

But the main reason why I couldn’t execute most of my plans properly was that shortly after launching the campaign, something rather unfortunate happened in my private life. This prevented me immensely from properly working and focusing on anything else, and while I still worked very hard and to my best capabilities to make this campaign still a success, it just was not to be. Those were tough times back then, and I knew I had to focus on recovery now first. But none of those events broke my spirit for A Sister’s Journey, and sometime after that, I managed to reorganize many things. And shortly afterward, I continued working on the project with new strengths. I also knew beforehand that even if the campaign didn’t reach its goal, it wouldn’t change anything, and I’d still be working on A Sister’s Journey until I finish it someday.

But even those were all valuable lessons and helped me, and this project grow. As of today, I’m more motivated than ever, and the finish line is finally within reach, with the game getting there closer with every new day – slowly but steadily. Seeing all those little pieces finally falling into place one after another now, truly forming a game that is alive, is one of the most rewarding feelings ever.

Q: What is the status of A Sister’s Journey now? Do you have a release date in mind?

A: The game has made some tremendous steps forward in these last months, and new progress is being made every week. I’m super happy how everything is coming along. The Steam page for the game will be coming soon as well, allowing everyone interested to finally wishlist A Sister’s Journey, along with new and updated info on the game, new and up-to-date screenshots, a most of all, a fresh trailer! Which is what I’m mostly working on right now. It’s still a bit too early to give an exact or even rough estimated release date, as there are many things still unfinished and so many things to consider and take care of, especially as a solo developer.

In a best-case scenario, I would take a super optimistic guess of Q1 or Q2 2022, but like most of the time, things rarely go as smoothly as planned – and as you surely know, especially in the video game business, delays are probably more the norm than the exception. So I’d rather wait until I can give a reliable release date, as it likely might be later than that. But the overall goal is definitely 2022. I absolutely want to take all the time needed to bring this game to where I want it to be. To deliver a rich and satisfying experience and a great new adventure for everyone to embark on!

[END]

A Sister's Journey is currently in development for PC.

MORE: Every Indie Game Revealed at Annapurna Interactive's July Showcase

Original Article

Spread the love
Show More

Related Articles

Leave a Reply

Your email address will not be published. Required fields are marked *

Back to top button