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Aeon drive developer
Aeon drive developer







aeon drive developer

He has a lot of experience with video game soundtracks. The main composer is Jose Mora-Jimenez, known in the industry as Music Vortex.

aeon drive developer aeon drive developer

The score from the trailer is representative of the soundtrack as a whole. Have you worked with any well-known artists on it? Making a believable and relatable protagonist is crucial for every story, and Kira’s excellent performance definitely helped us with that. We are delighted that this collaboration happened: some may say that the voice acting in an action-filled game such as ours is a minor thing, but we obviously disagree. So yes: Jackelyne would probably be a somewhat different character without her. Kira makes every character she plays her own. What was it like working with voice talent like Kira Buckland? Did she help to shape her character? Aeon Drive is an action platformer with a pure old school heart So to answer your question - no, it wasn’t always what we wanted specifically, but I’m really glad we got there. We changed it to smaller levels, and initially had 50 levels ready, but as we continued development more ideas and mechanics for levels started flowing, and so we ended up with 100 levels in-game. We went from large levels with several checkpoints, but that wasn’t the right fit for our gameplay. The game went through several iterations in terms of level design. The game looks to have 100 level s - did you find it a challenge keeping things fresh over that run? And was 100 always a target - it’s quite a precise number. Honestly, I don’t think it adds or removes from the difficulty of the game, as the players can’t really engage with each other in co-op. Of course! We had a lot of testing done to make sure that the levels work for four players just as good as they do for one. What these and similar games share is very tight controls and fluid movement - not to mention a great pixel art-style. As for the gameplay - the ones that come to mind are great precision platformers such as Celeste or Super Meat Boy, to a lesser extent games such as The Messenger or Katana Zero. What were your biggest inspirations in terms of the story and gameplay?įrom a narrative point of view the vision was much more clear from the get-go - we knew we wanted to continue the story of Jackelyne from where it ended in Dimension Drive. We threw some ideas out and quickly added some others until we arrived at the final concept, which includes very short and intense 30-second levels that don’t frustrate players by making them replay them over and over. Those experimental prototypes were heavily playtested with community players. At the start we had some concepts and ideas we wanted to experiment with, mostly focused around adaptive difficulty challenge and player death.









Aeon drive developer