[PS4Blog.net Interview] Beautifun Games On Professor Lupo and his Horrible Pets
We’re working on a review for Professor Lupo and his Horrible Pets, so I got in touch with Beatifun Games to talk a bit about it. Come check it out!
PS4Blog: Welcome! Thank you for joining us. Can you help us get started by telling our readers a bit about yourself and your work?
Thank you for having me! My name is Lucia, and I work as PR and Community Manager at BeautiFun Games. We’re a six people indie dev studio based in Barcelona, Spain. We’re the proud creators of Nihilumbra, Megamagic: Wizards of the Neon Age, and now our latest game, Professor Lupo and his Horrible Pets.
As PR and Community Manager, I take care of all the things communication and marketing related, from keeping our social media channels updated to building relationships with journalists and influencers, as well as assisting to events, answering questions from our community, and many other tasks.
PS4B: Professor Lupo and his Horrible Pets is making its way to the Nintendo Switch this summer. How would you describe the game to someone who’s never heard about it?
I’d say Professor Lupo and his Horrible Pets is a challenging alien-infested puzzle adventure game strongly focused on the narrative. If you like solving challenging puzzles, cute but deadly aliens, and sci-fi settings, this game is definitely up your alley!
PS4B: It’s been a long road, from the initial concept phase to the current “almost ready to go” state of the game, so I was wondering if there had been any particular hurdles or challenges you’ve had to overcome during development?
We faced a lot of challenges, like animating aliens that occupy three tiles each, or faking a zenith perspective, but I would say that the biggest challenge was making sure that the difficulty curve was adequate. We want to challenge the player but not frustrate them, so the puzzles had to be difficult, but not impossible to solve. We went through each level many times to make sure that we achieved that sweet balance. If the puzzle is too easy, the player doesn’t feel like they have to work to solve it, but if the puzzle is challenging and the player needs to try more than once, then they feel smart and rewarded once they do find the solution.
PS4B: Professor Lupo and his Horrible Pets is going to end up being a big game with 100 levels and 12+ hours of gameplay, so I was wondering if the team is considering developing some additional content for the game to be made available either as free or paid DLC.
We would love to continue expanding the game’s universe, and we’re already working on our next project! I can’t really share much information about it, but I can say our team is very excited for the possibilities yet to come.
PS4B: Once again, thank you for taking the time to do this interview. Is there something else you’d like to add before we end this one?
Our games have always been very focused on narrative, and this one isn’t the exception. This game can be perceived as a very long 2D animated movie if you want to. We gave cut-scenes and gameplay the same style of traditional 2D animation for this reason. Each level you solve advances the narrative, sometimes a little bit, and sometimes it develops a huge plot point. We see the story progression as another reward for the player for solving the puzzles. You don’t just get to feel smart, you’re also getting a story.