Platformers may be seen as outdated by some, but the genre is still thriving. Super Mario Bros. Wonder, along with numerous indie platformers released each year, are proof of this. One upcoming platformer, Genopanic, serves as a sequel to the game Space Expedition, which is over ten years old. In this game, players will venture back into space with a mission to collect mutant lab experiments. However, they must also navigate around VOLGA, the strict boss of the research station, with the assistance of a friendly AI pup named LAIK.
In a recent interview with our website, Genopanic producer Anton Surkov discusses the connection between Space Expedition and Genopanic, the inspirations behind the newest installment, and what comprises half of the game. The following transcript has been edited for clarity and conciseness.
Q: Could you please introduce yourself and provide some insights about Genopanic for our readers?
Surkov: Hi, I'm Anton Surkov, the producer of Genopanic. I'm delighted to share information about our game along with our team.
Genopanic is a pixel platformer with Metroidvania elements, immersing players in the vast expanse of a space station teeming with perilous secrets and enigmatic puzzles. Engage in epic boss battles, unravel mysteries, and navigate treacherous hazards as you embark on this thrilling adventure.
We are an esteemed division within Mobirate Studio, comprised of a talented development team. Originally creators of the acclaimed Space Expedition game a decade ago, we are now joined by seven innovative new developers. Infused with a passion for science fiction, we have dedicated over two years to the creation of Genopanic. Our team boasts four exceptional pixel art artists, three skilled programmers, a visionary game designer, and a talented sound designer.
Was there always a plan to create a sequel for Space Expedition, allowing players to venture into Genopanic?
Surkov: Space Expedition served as a kind of pen test, allowing us to gauge the players' interest. We wanted to make it bigger and longer, but we didn't want to delay the development. So, we decided to release it and see if it resonates with the players. We had numerous unrealized ideas stored away, waiting for the right opportunity and resources to create a new installment. When the time came, we began working on Genopanic, which provided us with the chance to bring those ideas to life. Although both stories stand on their own, they complement each other, painting a more comprehensive picture of the game's universe.
Q: How are the worlds of Space Expedition and Genopanic connected?
Surkov: Both worlds coexist within the same universe, where peculiar events occur. Our intention is to intertwine the stories and generate intriguing queries for players, which will ultimately be resolved in the subsequent installment. This is our overarching strategy.
Surkov believes that the new aesthetic of Genopanic will surely resonate with players who enjoyed the first installment. By combining entertaining and "rubbery" animation with eerie abandoned chamber rooms, they have enhanced the atmosphere of the original game, multiplying its impact.
Q: Was Space Expedition and Genopanic inspired by any other platformers?
Surkov: As always, our main inspirations remain classic platformers! We tried to collect only some elements from them.
Are there any Easter eggs from Space Expedition in Genopanic?
Surkov: Yes, there will definitely be. Did you encounter any challenges in merging these styles in Space Expedition?
Surkov: We have successfully crafted a sci-fi adventure that combines elements of fear and cuteness. The game introduces adorable mutant characters, but do not be deceived by their appearance. These creatures are always on the verge of attacking! Fortunately, our development process went without a hitch, allowing you to experience seamless gameplay.
Q: Which mutant should players be most cautious of?
Surkov: The mutants in the game may not be highly dangerous, instead, they possess adorable qualities. We have distinct monsters for every biome, and each of them has its own endearing characteristics. However, there happens to be something even more perilous on the station. Nevertheless, we won't reveal any spoilers!
Q: How do these characters contrast with each other?
A: LAIK serves as a personal friendly electronic assistant, whereas VOLGA fulfills the role of the VOLUMETRIC GENERAL ASSIST Chief Supervisor, overseeing the SIMBIRSK station staff and maintaining a demanding and strict demeanor.
Q: How would you differentiate the main character’s interactions with LAIK and VOLGA?
Surkov: LAIK serves as a supportive companion, offering guidance and imparting the emotions surrounding their surroundings. Conversely, VOLGA perceives the main character as a rebellious and unpredictable entity within the station. Gaining VOLGA's trust will require significant effort, perhaps even being able to soften her digital core, in a sense.
Q: How does the music and sound effects impact the gameplay experience?
Surkov: Music and sounds are crucial elements in the game. In Genopanic, we have created immersive motifs that depict an expansive yet abandoned planet, featuring enclosed and pressurized walled rooms harboring traps and monsters. Players will experience the scraping of crumbling compartments, the creaking and rustling of the local flora and fauna, the splashing of water, the crackling of ice, the warmth of hatching, and more. All of these sounds contribute significantly to the game's immersion and atmosphere. Additionally, Volga, one of our characters, has her own distinctive, humorous electronic voice. It's worth mentioning that our talented sound designer has played a pivotal role in achieving these impressive audio effects.
Evgeny Balaev, Sound Designer: Right from the start, my challenge was to create a captivating yet endearing atmosphere through sound. Given the pixel art style of the game, I decided to evoke nostalgia by composing music using vintage synthesizers. The chosen mood was one of melancholy and detachment, similar to how a lone cosmonaut on a distant planetoid might feel. Alongside the music, an integral part of the game is the layer of background noise, which becomes more noticeable if the player disables the music in the menu.
Within this layer, various mysterious and eerie samples are incorporated. The game is filled with surprises, as unexpected moments are punctuated by startling sound effects. To add a cute touch to the characters, we often personally contribute to their voices, infusing not only our talent but also our own voices into the game. For instance, our artist lent their voice to the zombie character, and I voiced Toxie. The artist's performance was impeccable, requiring minimal adjustments to the samples, while in my case, sound design magic was necessary to achieve the desired effect.
Surkov: Yes, we have many exciting ideas and opportunities that we can't wait to share with you. However, our main goal is to enhance your gaming experience and make it more enjoyable. As a result, we may need to delay the game's release temporarily in order to address certain gameplay issues and possibly include additional content that we are still working on. Furthermore, we have plans to conduct a closed BETA test for our dedicated fans. Keep an eye out for our updates and prepare yourself for an incredible "scary-cute" adventure in the world of Genopanic!
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Genopanic is set to release sometime in 2023.