Combating video games are, to a sure diploma, a identified high quality in the intervening time. Whereas a few of the large hitters have added their justifiable share of attention-grabbing quirks and twists, the core gameplay loop has largely remained the identical over the previous few a long time. As such, gamers in search of one thing a bit out-there have needed to flip to indie builders for boundary-pushers. For really revolutionary spins on the style.
One such recreation, which goals to bridge the hole between preventing video games and different genres, is Longjuice Squeeze. Developed by a “Micro-studio” composed of 1 core developer and varied collaborators, you possibly can signal as much as playtests for it proper now. However if you wish to study extra, developer Jeremy Boniface was prepared to reply a number of questions in regards to the recreation, what impressed him to make it, its inspirations, and the distinct artwork model it champions.
VG247: The place did the thought of mixing preventing recreation and rogue-like deck constructing mechanics stem from?
Boniface: Principally, to unravel my very own points with a style I like, I needed to make a preventing recreation with,
- Significant character development
- Permadeath
- PvP loot
- Low execution
I am not personally motivated by the stakes of the combat being “can I pull off this combo” or “can I get to platinum” — I like unlocking stuff and customizing my dude. In the end, I needed a preventing recreation multiplayer loop that type of looks like enjoying an extraction shooter (like Tarkov). Roguelite deckbuilding is form of the scaffolding for these different ideas, the place your construct goes to be as related as your moment-by-moment play.
VG247: How do you strike that stability in order that followers of each genres can discover one thing to get pleasure from right here?
Boniface: In the end, I am making a recreation for myself to some extent, as somebody who loves each genres, and I’m hoping that resonates with different individuals.
![Longjuice Squeeze cards](https://assetsio.gnwcdn.com/longjuice-squeeze-cards.jpg?width=690&quality=70&format=jpg&auto=webp)
I’ve by no means been nice at studying lengthy combos, however I like the best way a preventing recreation feels when you get to greater stage play. I like the strategic, tactical, and interpersonal layers (like mindgames) that come about while you’re capable of cease mashing and perceive the programs. so one of many main motivations in our design is lowering the execution barrier of entry that blocks a whole lot of newer gamers from the high-level play expertise.
The principle theme of the sport is “1v1 fights with excessive stakes” – you’re both gaining or shedding an merchandise while you queue for a match. Your objects acquire in worth as you employ them, and that worth will get transferred while you win an merchandise out of your opponent. So you possibly can lose your prized objects and even your whole character in the event you lose a match. I needed to have that Pog or old style marbles dynamic, the place you possibly can lose your favourite merchandise after which combat to win it again. Or your opponent may decline to rematch and juice the merchandise to extract all that worth you imbued into it throughout earlier fights.
VG247: I am a fan of the artwork model! What is the inventive inspiration for that? What kind of vibe are you attempting to get throughout?
Boniface: Thanks! It is developed a bit over time however our authentic inspirations had been Samurai Champloo (and that mid-00’s period of grownup swim normally), Alejandro Jodorowsky’s Holy Mountain (which is a wild and simply tremendous trippy film from the 70’s), and japanese tokusatsu reveals (you possibly can see the sentai affect in a few of the gear). I additionally similar to including a sheen of static and wobble to issues.
![Longjuice Squeeze art style](https://assetsio.gnwcdn.com/longjuice-squeeze-aesthetic.jpg?width=690&quality=70&format=jpg&auto=webp)
VG247: By way of preventing video games and rogue-likes this performs like, what’s Longjuice Squeeze’s the closest to?
Boniface: It is form of like…. Rounds by landfall meets Escape from Tarkov? I might say that the moment-by-moment is someplace between Road Fighter and Nidhogg.
VG247: I checked out your web site. Inform me what it is like working as what you describe as a “Micro Studio”. What are the professionals and cons of working as a solo dev with rotating collaborators?
Boniface: The principle professional might be simply operating lean. I haven’t got a full-time workforce engaged on this, so my month-to-month burn is de facto low.
The principle con is that there isn’t any protect between the result of this challenge and my very own ego, I assume, ha. There are a whole lot of choices that I’ve to make unilaterally as a result of I haven’t got one other designer to bounce my concepts off of. That is why the upcoming playtests are going to be invaluable to the challenge.