Unveiling the Enigmatic World of Hauntii: A Glimpse into the Unique Art Style, Twin Stick Shooters, and Beyond

Unveiling the Enigmatic World of Hauntii: A Glimpse into the Unique Art Style, Twin Stick Shooters, and Beyond

Game Rant interviews the creator of Hauntii to delve into the secrets behind its exceptional art style, twin stick shooter gameplay, and other intriguing aspects

Hauntii is a unique and captivating upcoming title from Moonloop Games. This indie game features a beautifully hand-drawn world filled with mystery and whimsy. Players will take on the role of a ghost, possessing the ability to haunt objects and creatures in the enchanting realm of Eternity. By utilizing this power, players can overcome challenges and explore the mesmerizing world of Hauntii.

In addition to its intriguing gameplay mechanics, Hauntii offers a combination of twin shooter action, puzzle solving, and immersive world exploration. As players delve deeper into the game, they will be accompanied by a dreamy soundtrack that enhances the overall experience. Along the way, the mysterious past of the main character will be unveiled, adding an extra layer of intrigue to the game.

Game Rant had the opportunity to speak with Leo Dasso, the game designer and founder of Moonloop Games, to learn more about the unique aspects of Hauntii. Dasso discusses how the game creatively incorporates the classic twin-stick shooter mechanic and provides insights into the development of its distinct art style. This interview has been condensed for clarity and conciseness.

I am Leo Dasso, a game designer with over 20 years of experience in the industry. My background in illustration has been beneficial in navigating the diverse field of game design.

The focus on illustration played a significant role in my journey. Studying visual art not only taught me various techniques but also emphasized the importance of creating a focal point to capture the viewer's attention. However, it is crucial to acknowledge that each artist envisions their creation differently, and this perception can vary greatly among the audience.

This aspect holds even greater significance in the realm of gaming. It is a common mistake to assume that our audience comprehends our work effortlessly. In reality, presenting our game to them can result in confusion and a lack of direction. Understanding this, I recently established Moonloop, a company dedicated to developing a game called Hauntii. This game takes players on an adventure through the afterlife, accompanied by ghosts.

Unveiling the Enigmatic World of Hauntii: A Glimpse into the Unique Art Style, Twin Stick Shooters, and Beyond

GR: So going right into Hauntii, can you give me the background of your inspiration and what your starting point was?

During my free time, while working at a finance company, I started toying around with the idea of creating a game inspired by the capture mechanic in Mario Odyssey. This led to the prototype for Hauntii, a game where you play as a ghost navigating the afterlife and the theme of letting go is central to the story. This concept resonated with me as I had recently gone through significant changes myself, moving from California to Minnesota and then to Anyang, a city in South Korea.

I had a unique perspective on this as there were many changes happening in my life at the time, making it personally relevant. However, this relatability extends to everyone. Despite this, I wanted to ensure that playing the game didn't feel like a burdensome task. It was important to me that the game remained enjoyable and light-hearted rather than depressing. The primary focus was creating a fun and entertaining experience, while also exploring the theme of moving on.

GR: Did you always have the intention to create a twin-stick shooter puzzle game, or did this concept evolve as you continued working on it?

Dasso: Yes, initially it started as a twin-stick shooter. I was able to implement this feature in just two days using a fresh Unity project. It's surprisingly quick to create a prototype like that. The main mechanic in Hauntii is what we refer to as haunting. Essentially, you shoot an object with essence, which accumulates a charge. Once the charge is built up, you can then control and haunt that object.

This mechanic has undergone numerous iterations and has changed significantly since the beginning. I initially built a complete system, polished it, and then realized while playing that I wasn't satisfied with it, so I scrapped it. I repeated this process three or four times, resulting in a lot of unnecessary code from previous iterations cluttering the project.

Dasso explains that he chose the twin-stick shooting mechanic because he finds it intuitive and enjoyable. However, he also mentions that there are certain creatures in the game that require the player to pull the trigger to shoot, such as one with a revolver. Dasso wanted to capture the weighty feeling of pulling the trigger in these instances.

Dasso emphasized the importance of striking a balance between aesthetics and gameplay mechanics in the development of the game. While prioritizing visual appeal, the team also aimed to ensure that the gameplay remained solid. They were cautious not to fall into the trap of creating a game that looks beautiful but lacks enjoyable gameplay, a common issue in many indie games.

The game appears to have a depth to it, with a combination of mechanics that are well-balanced. It was deliberately designed this way, drawing inspiration from other games known for their exceptional gameplay, such as Mario Odyssey. While the scale of mechanics may not be as grand as in a mainstream game, the goal was to achieve a similar level of quality.

Unveiling the Enigmatic World of Hauntii: A Glimpse into the Unique Art Style, Twin Stick Shooters, and Beyond

GR: In terms of the style of the art, was there anything in particular that influenced you?

The art style for this game draws influence mainly from the production constraints. The need to create assets quickly, within a timeframe of about 20 minutes, shaped the decision to make the game monochrome and use a single-line weight. This approach prevents excessive detailing and requires a commitment to each mark made, similar to drawing with a Sharpie.

Additionally, an artist on Instagram, whose name I currently cannot recall, had a minimalistic and cute style that caught my attention and served as a source of inspiration. Another artist, Mobius, a French comic book artist, also influenced the game's style with his intricate yet similar approach.

Dasso: When it comes to my personal design philosophy, I draw heavily from Jesse Shell's book, The Art of Game Design. It provides a clear understanding of why certain design choices are made. I believe in minimalistic game design, where mechanics can be removed without compromising the gameplay. However, there are instances where removing certain mechanics renders the game unenjoyable, and in those cases, they must be reintroduced.

I draw inspiration from super minimal games like Shadow the Colossus, Journey, and Flow. These designers excel at minimalism, creating experiences that are never dull or empty. There's always a small detail that captivates. However, I also have a deep appreciation for Final Fantasy games, which are the complete opposite of minimalism.

GR: On your website, I came across a blog entry where you discussed enemy design and how it is intentionally crafted to give players a sense of how they will behave. Can you provide other examples of this intentional design in the game mechanics? Are there elements in the environment that guide players in understanding how certain things will work?

Telegraphing is crucial in creating an enjoyable gaming experience. When an enemy suddenly attacks without any warning, it becomes a matter of luck rather than skill, which diminishes the fun factor. Therefore, it is important to provide clear cues to the player about upcoming enemy actions. However, properly telegraphing these actions can be a challenge. A classic example of effective telegraphing is when a boss lifts its arms before slamming the player with its fist, indicating its intentions.

In addition to telegraphing through animations, character design can also play a significant role in conveying their upcoming moves. For instance, if a character is equipped with a massive hammer or possesses the ability to dash, the player can anticipate their actions based on these visual cues. However, it is worth noting that not all character designs align perfectly with their moves. Nevertheless, as long as the enemies telegraph their attacks effectively, players are less likely to feel frustrated and can navigate the game with greater ease.

GR: So let's discuss the soundtrack a bit, as it's truly fantastic. I've had the chance to listen to some of the songs already available on LightReturns's SoundCloud. How did you end up collaborating with the composer on this project?

Dasso: Interestingly enough, we had actually worked together on a previous game called Diluvian, which was a thrilling submarine adventure. When we were in the midst of a Kickstarter campaign for that game, we found ourselves without a composer. Out of the blue, we received a message on Reddit from Michael expressing his love for the project and offering to compose a main theme for it. Intrigued, we decided to give it a shot.

We often receive messages from individuals who identify themselves as animators, voice actors, composers, and more. Initially, we approached these messages with some skepticism, assuming that the quality of their work would not meet our expectations. However, there was one occasion where we were pleasantly surprised. We listened to a track that completely blew our minds with its incredible talent and creativity. This particular moment happened during a gathering with our partners and the entire development team. Without hesitation, we unanimously agreed to hire the individual responsible for the track. This happened back in 2015, so we have had the pleasure of knowing each other for quite some time now.

GR: When it came to considering music for Hauntii, was he the first person you thought of?

Dasso: We had been casually discussing the game for a while, unsure if it would ever materialize. It was more of a side project that we worked on sporadically over the years, usually on weekends. Michael would occasionally create a short piano track and we would think, "That's cool." But it wasn't until early 2021 that we really started to make significant progress.

Unveiling the Enigmatic World of Hauntii: A Glimpse into the Unique Art Style, Twin Stick Shooters, and Beyond

There were definitely some significant challenges and obstacles that we encountered along the way. One of the biggest challenges was the clash of genres. Twin stick games are typically associated with fast-paced, action-packed gameplay that keeps players constantly engaged. However, we did not want Hauntii to fit that mold. We wanted to create a game that reset people's expectations and offered a different experience. While Hauntii does incorporate twin-stick controls, it is not solely focused on edge-of-your-seat action.

In contrast to games like Geometry Wars, which I thoroughly enjoy and consider to be excellently designed twin sticks, Hauntii takes a different approach in terms of its subject matter and overall atmosphere. Rather than relying solely on fast-paced action, the game incorporates a puzzle element, requiring players to carefully choose the right tools for each task, much like a rock, paper, scissors game. To cater to those seeking a greater challenge, we have included optional, more difficult arenas.

However, it is important to note that these harder arenas cannot be the main focus of the game. We are aware that there are many players who may not possess expert gaming skills and still wish to enjoy Hauntii. Making the game frustratingly difficult would discourage them from playing and ultimately hinder their ability to experience the game's story. Therefore, the more challenging aspects of the game are positioned on the outskirts, allowing players to progress through the main storyline without unnecessary frustration.

Adding puzzle elements to Hauntii is a deliberate strategy to manage the expectations of players who may perceive it as a typical twin-stick shooter. Within the first two minutes of gameplay, it becomes evident that Hauntii is not what it seems. The initial minutes are intentionally designed to be minimalistic, with a black and white aesthetic. Despite this, we have dedicated significant effort to ensure that the shooting mechanics remain highly satisfying.

The response to the game has been quite positive, with people expressing excitement and curiosity about its unique features and gameplay mechanics.

Dasso: The response has been quite positive. It's challenging to articulate due to the game's central abstract concept. However, people have shown interest in other aspects that we are pleased about. The unique style immediately catches people's attention, distinguishing it from other games.

We have consistently shared updates on Twitter for several months. Typically, a good day would be receiving around five likes. At some point, something happened and our content gained traction. There was a particular day when one of our videos received an unexpected surge of eight or nine thousand likes, which significantly accelerated our growing fanbase.

Dasso: I'm particularly excited about sharing the intriguing backstory of our main character, Hauntii, with players. It's a gradual revelation that unfolds as you progress in the game, offering glimpses here and there until it fully builds up. I'm really curious to see how players will react to this hidden narrative. Only a handful of individuals, including the developers and our collaborators, are aware of the complete backstory, which will remain untold until the game is released.

GR: Great. Well, thank you so much for your time. It was a pleasure.

Dasso: Thank you as well.

[END]

Hauntii is available to wishlist on Steam now, and will be coming to consoles and PC in 2024.