Chatting With Mina the Hollower's Director About Game Design, Retro Influences, Why a Mouse, & More!
We had the pleasure of talking to Mina the Hollower Director, Alec Faulkner, from Yacht Club Games, and finding out more about Mina’s development, design, games it was influenced by, and more!
Check out Mina the Hollower's Kickstarter here:
https://www.MinatheHollower.com/
Timestamps:
0:00 Intro
1:06 Alec’s Role at Yacht Club Games
1:56 Working on a New IP after many years of Shovel Knight, and in well, the last 2 years
4:30 Imagine what we’ll make in the Year of the Rat and changes since
5:20 Was Mina always a mouse & settling on her design
8:14 Creating the burrowing mechanic
10:19 Thoughts on Shovel Knight making a Mina cameo
11:04 Zelda, Castlevania, & Bloodborne Influences
15:38 Castlevania II Recommendation?!!
16:20 Will Mina crossover to other indie games?
17:14 Favorite Castlevania?
18:34 Choosing Zelda-like action over puzzles
20:10 Have you considered Game Boy filters for green & black?
21:14 Why a GBC look instead of Game Boy or GBA?
22:15 How do you draw the line staying faithful to hardware?
24:10 Reasons NOT to make a physical GBC Mina the Hollower
26:33 Comparing level design for Shovel Knight vs Mina
28:27 Where the demo was in the game
29:32 Animated intros & GBC-era features like real-time clocks
31:15 Mouse or burrowing came first?
32:15 Was it always top-down?
33:40 Where Mina is at in development
35:09 Choosing the best number of trinkets
36:19 Shoutout to DuelistTheCoolest - Zelda-style continuous world?
38:29 Long-term plan for Mina?
40:17 Designing stereoscopic 3D levels in Shovel Knight
42:48 Any plans for multiplayer or co-op?
43:45 Learning from Shovel Knight Kickstarter stretch goals
46:05 Announcing the game and community support
48:38 Challenging platforming but burrowing relieves some pressure
50:15 Enemy Damage Meter & Spark ideas
51:55 Fav games from GBC era
53:28 Mother 3 Hot Spring
54:12 Levels with glass floors
56:00 Final thoughts & Thank you
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