


Some people have commented that they like the artstyle, but since the game’s aesthetic is still quite minimalist, I’d imagine that it’ll be a somewhat divisive aspect.ĭid you ever feel like your game, as you kept enhancing it for a full version, was becoming a kind of Frankenstein’s creature? I’ve seen a lot of crazy GIFs from your twitter account, where Baba’s behaving, well, not quite you envisioned ^^ A tester suggested giving the players the ability to “opt out” of the rest of the game by offering an ending quite early, and I liked this idea a lot because it meant that people not into super-tough puzzles could play the game and appreciate the concept without having to worry about the difficulty curve as much. The game gets really tough and while I’ve tried to offer amusing interactions throughout the game (and I think I’ve succeeded ^^), the difficulty curve and the effort required to see some of those will probably turn many non-puzzle lovers people away. most of the puzzles), might not be what players’ll be interested in the most. I guess this means that in my eyes the game’s main “meat”, (i.e. For example, I’ve noted that showcasing “Baba Is You” turning into, say, “Wall Is You” and have the player controlling the walls seems cool to a lot of people, while being very simple in terms of in-game implementation. What do you think is the recipe for its appeal? The dichotomy between cute, minimal looks and fiendish mechanics? Maybe the crazy combinations one can make, while keeping the game very accessible?Ī design aspect that I usually try to strive for when making games is surprising/amusing the player I think Baba’s concept lands in a lucky spot where the mechanics provide some interesting situations without the basic system seeming too complicated to players, so there are several low-bar sources of surprise/amuse that catch people’s interest. Now, 5 months after we met, his Awards-winning, exciting operator-based puzzler is coming out, and we had the chance to pick a little bit of the brain behind the game!īaba is You has garnered a lot of attention. He was just like his game ( except he doesn’t look like a dog-pig ): soft-spoken, genuine, welcoming and delightfully clever.Īrvi Teikari is no newcomer when it comes to game development - after all, it’s been his dream since kindergarten! Our finnish developer has already released under his studio Hempuli the metroid-like Environmental Station Alpha in 2015, and is one third of the trio composing the Nolla Games team, currently working on the very exciting physics-based platformer Noita. I met Arvi later, at the IndieCade EU 2018. “Delightful”, “so clever”, were said out loud as I had this huge smile spread across my face, joyfully taking that little dog-pig figure along the puzzles laid out for me. Alike all great games that found my way (or is the other way round? I like to think it’s the former), I still remember how I felt during those 30minutes spent on the game. When I first encountered Baba Is You, it was in its game jam version.
