Hello there! Thanks for taking the time to answer everyone's questions.
I actually have a few myself:
- How do you come up with all the designs for the enemies, did you guys have any specific thing that influenced you in the design?
- You said earlier you always had plans for sequels to your games. Do you think you might make a sequel for Moon?
- So far RK has done a horror and a sci-fi game. Are there any other genres you want to explore, and maybe turn into a game?
It's a culmination of all sorts of factors. First is the overall design of the encounter, what do we need it to do? Hang down from the ceiling and drop down on it's victims? Shoot some sort of projectile? Whatever. That tends to direct it a lot. Second is technical limitations. We have only so many polys that we can show on screen at one time so how will the enemies be used? We can throw more polys at bosses because their encounters are usually more isolated and specific. General enemies get far less love in poly department and must be designed far simpler than bosses. Lastly, you look for inspiration everywhere: books, internet, movies, etc and anything that grabs you, incorporate that into your sketch. For example, the first mini-boss you run into, The Gnaw, was inspired by one of those freaky deep water fish that looks like it's all mouth and teeth.
We wouldn't be opposed to it. I really liked the storyline (which may have gotten a little watered down by the end - IMO) but it would make for a great 3DS remake or sequel. We'll have to see what happens.
As far as FPSs, we like all sorts and have thought about many different ways we could use it. Western? A spy style GoldenEye hommage? Military? Zaney and cute? Mostly what we try to look for is stuff that we can find an audience for. Also, we are always keeping our eyes open for other genres of gameplay we can dip into so we can prove our diversity. Third person adventures, platformers, puzzle games, racers, whatever... we love all types of games and want to do as many as we can.