We recently came across a unique game titled Incidence that was launched on iOS platform and got in touch with the developers of this fun game. Here is our interview with ScrollView Games where we get an in-depth glimpse at this game and some interesting aspects of game development:
Tell us a bit about your game and what was it that inspired you to make this game?
Incidence is billardsvania game where you reflect across mazes and avoid obstacles to reach the goal. With 150 hand-crafted levels, challenges players to plan ahead of every shot, re-iterate and advance to the next level.
The Initial idea was to have the player fire a beam of light to illuminate dark mazes to find their way out of mazes. But the prototype made it clear that being in dark just made it frustrating to navigate, left things to dumb luck and was not much of a visual delight. Making mazes visible almost dictated the rest. Most of the inspiration for the design came from platforming and role playing games. Having a billards or a golf game with platforming elements (Spikes!) or a Zelda lock/key item was a tasty idea for us. So a level with all the obstacles/ items incorporated should almost feels like a small Zelda dungeon!
Naming a game is almost always one of the most difficult tasks since that’s what people identify it with. Was this name the first choice for the name? If not then what were some other options you were looking at?
The name came from the physics of game mechanics. In Incidence, your ball “reflects” along walls, just as a ray of light reflects along surfaces. Angle of the incoming ray is called incidence angle. As said earlier, game also dictated it’s own name.
The artwork of this game is simply gorgeous. What sort of thought process went behind that?
Goal was to keep visuals simple and minimalistic as possible. If you look at it in a way, it’s a circle, aided by triangles, trying to become a square! To make it fun and visually pleasing to navigate around the mazes, platform tiles lit up as you pass over them, which also left a footprint for the player to keep track of where she/ he is coming from. player safe obtacles subtracted space
What was the major challenge in developing this game?
Designing the levels! It was really hard to design hundred (then fifty more) levels without losing sight of things. Hardest part was playing them all, trying to arrange and discarding look-alikes. Also making difficult levels is a natural thing after long hours of playing your own game, so we tested on other people and tried to cool the level difficulty down a bit. But still I believe the difficulty curve is a little steep and bumpy on the way.
Any in-game secrets that could be easter eggs for players to discover?
Depends on your idea of a secret. There is a “secret” mechanic for the last twenty or so levels if those count. Also there might be a little reference to Valve’s game Portal 🙂
Will there be any addition or exciting new updates for the game in the near future?
We are currently focused on new projects, so no new levels for the time being. Planning on releasing the level editor for everyone else to make levels, it would be more than lovely to see what new ideas would come up!
How much time did it take to get this game developed and what can players expect in updates for this game?
It took almost six months. After the prototype, built the level editor and finalized the design. Coming up with levels, testing and arranging them almost took five months!
What are your future plans as a game developer?
After our latest game Node Along, we are working on new prototypes. Even tough the current trend for mobile games is hyper-casual, we like to move on to slightly bigger games which tell stories, which is what we like playing ourselves. But guess we got a couple of small new games coming up.
How long have you been developing games and what is the most enjoyable aspect of game development according to you?
I’ve been making games for almost ten years now. Released Vektor 1.0 and Sonobuoy before Sinan and I formed ScrollView Games. Making games is a very powerful medium of expression for us. Having the opportunity of people playing our creations and getting feedback is priceless. In the end these are personal games which we develop for ourselves. Idea of thousands of people playing them is both joyful and scary.
How many people worked on the development of this game and any interesting dev stories?
I, Çağıl Bektaş, did all the game design, code, art, sound and majority of level design. Sinan Sezgin, produced the game and designed levels. Also my brother and some friends designed couple of levels for us which was more than helpful, gave us fresh ideas on new levels.
What are your personal favourite games?
There are too many, I would betray myself naming any but here goes :
Another World, The Dig, Beneath a Steel Sky, Tie Fighter, Loom, It Came from the Desert, Eye of the Beholder, Gabriel Knight: Sins of the Fathers, Might & Magic 6, Riven, System Shock 2, Planescape, Grim Fandango, Kentucky Route Zero, Year Walk and more…
Sinan would say he is up for anything with a great story :
Cannon Fodder, Silk Worm, Super Frog, Another World, Sensible Soccer, Speedball 2, Worms, Monkey Island, Sanitarium, Quake, Gta, Fallout Series, Simulation Series, Silent Hill, Max Payne, Beyond Good & Evil, Sims, Dreamfall, Fable, Rocket League.
Any message for our readers?
If you are in to a billards/golf with puzzle and platforming elements we strongly recommend you to give Incidence a try. We had lovely responses from our players, both cheerful and critical, but always want to hear more and get to know what people enjoy or not. We hope you enjoy it!
And thanks a lot for having us!