We recently came across a unique game titled ‘Crystal Blade’ that was recently released on iOS platform and got in touch with the developer of this fun game. Here is our interview with the South Korean game developer Myung-jae Lee where he talks about his game and some interesting aspects of game development:
Tell us a bit about Crystal Blade and what was it that inspired you to make this game?
Crystal Blade is a mobile side scrolling game. Back to my childhood, “Arcade Center” was the favorite place. I enjoyed 90’s games like, Legendary Warrior Rygar and Ghosts’n Goblins. These games are still enjoyable and inspire me even today. Nowadays, mobile games are more complicate in out-game, on the other hand, in-game is simple. Thus, we decide to think the other way around. We needed a game that was as simple as possible in out-game and could find more fun in-game. Of course, it is our favorite game style.
Naming a game is almost always one of the most difficult tasks since that’s what people identify it with. Was Crystal Blade the first choice for the name? If not then what were some other options you were looking at?
The name came up fast. The concept of crystal is a story that cannot be missed in JRPG of the 90’s, especially in Final Fantasy. We choose a crystal concept to put the senses of the 90’s; also, it is at the heart of the story. One of the developers, MJ, likes the weapon blades; accordingly, all weapons are blade-shaped in Crystal Blade. This is how the word ‘Blade’ added to the name.
The artwork of this game is simply gorgeous. What sort of thought process went behind that?
At first, I appreciate your compliments. Years ago, our artist, MJ, doodled a character while having a meeting. Then the programmer, Beabeabeam, developed the movements for fun. This is how Crystal Blade game started. Begin with a doodle; the artwork is simple and a bit childish and playful. It might strong attractive point of our art.
What was the major challenge in developing this game?
Crystal Blade is a very first game of Slime Games. Having as many users as possible is our biggest goal. Moreover, I wish non-auto action RPG games were more available on mobile stores. There are a lot of auto games because of the limitations, but a small number of users (or maybe a lot) will definitely want to play the manual RPG game. I believe that Crystal Blade can satisfy them and inspire them.
Any in-game secrets that could be easter eggs for players to discover?
No Easter eggs in EP.0 version (test version). However, on the regular version, there will be few. Secretly, saying one of them is a parody of a Japanese game called, “Sangokushi Eiketsuden” from Koei.
The game is named Crystal Blade Ep0. Does it mean that there will be further episodes to the game such as Ep1, Ep2?
Episode zero means a prologue. It is another name for test version. This included Part One of the story mode. Part Two will be included in regular version. I haven’t decided whether Part Three and Four will be released or not. If users want then there is possibility.
How much time did it take to get this game developed and what can players expect in updates for this game?
We started to develop Crystal Blade since 2012. Until 2017, we had other major jobs. We started concentrate to work only for CB in the middle of 2017; accordingly, it came out in April in this year. Fall of this year, our regular version will be launched!
What are your future plans as a game developer?
We have just released a test version of our first project. We did not think deeply about the future yet because we are just creating things what we like. The obvious thing is that we will continue to develop games that can be enjoying through controlling. We make a game happily then users can play a game happy.
How long have you been developing games and what is the most enjoyable aspect of game development according to you?
Before I worked as a web UI/UX designer for four years and later I started worked as a game UI/UX designer. Now I am in charge of planning and graphic arts in Slime Games. The most enjoyable aspect of game development is learning from each mistake and getting feedbacks and applying it next. These change game slightly but better. It is fun to paint a little different ‘picture’ than I first imagined it.
Have you developed the game solo or you have a team working with you?
Only two people are in Slime Games. One artist, MJ, and one programmer, Beabeabeam, both have our own roles, but sometimes we are directors and sometimes planners. We communicate a lot.
What are your personal favourite games?
I definitely like 2D plastformer games. Also, I love beautiful graphic arts and hardcore action game such as Darksouls series and Bloodborne.
Any message for our readers?
First, thanks to those who are interested in our game. Even if only a few like our game, we aim to develop what we do love and do well. Sometimes our game can be difficult or maniacal; however, the fun is definitely hidden in it! Our game always gives priority to control. If you want to win the goal with your own hand, please find us!