Ask @AsthreeWorks:

Is there going to be a Co-op mode?

There's no coop mode planned for the game. Anyway, the WiiU version will probably include integration with the miiverse to post and look to player tips ingame.

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Is there any special Miiverse integration for the Wii U version?

Hey! that's a great idea. It would be interesting to integrate the miiverse posts in real time through the gamepad, giving the players the chance to write their tips into the stages... similar to Dark Souls or Shovel Knight for WiiU. We'll keep that in mind ;)

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Cómo va la búsqueda de programador? Qué porcentaje de la programación está ya desarrollado? Me preocupa que el cambio del único programador sea un problema a estas alturas. Son vuestras expectativas de demo y de versión final realistas?

Ya hemos encontrado un programador y el proyecto está encaminado. La separación ha supuesto empezar de cero con el código pero durante el año que estuvimos trabajando hemos aprendido cómo atajar los problemas de programación.
Sobre las expectativas de demo y versión final, solo podemos decir que el juego saldrá a lo largo de 2015 y que la demo la lanzaremos lo antes posible para que la gente pueda tener una muestra de Paradise Lost.

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Can you give the season of release?

We practically remade the core of the game and told our backers that the release date will be mid 2015, but we can't assure you any certain date for the next year.

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¡Enhorabuena por vuestro exitoso trabajo chicos! Estoy deseando manejar al alien y que se mueva por mi monitor. ¿Por qué fechas, más o menos, mostraréis el avance del juego?

En cuanto hayamos implementado las nuevas mecánicas subiremos el primer avance del juego. No queremos pillarnos los dedos, pero haciendo una aproximación esperamos distribuir una primera demo entre nuestros backers para principios de año.

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Will there be a lore/monster encyclopedia feature in the game? Something that will allow you to see what you've encountered and read a bit about them?

We told the backers that will appear in the game that we're going to add a collectibles section with their personal ID's, in addition with the ones from the main characters. Alongside this we'll include a bestiary with the different enemies and their abilities/weakness.

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When can we expect the beta?

We think that approximately one month before the release next year. Anyway, we have plans to share a preview build of the game earlier than the beta.

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Will there be any 'passive' plants? Something like a leaf that powers objects when it's lit up, or a moss that lets humans walk up walls/on the ceiling?

There are some environment objects and zones to interact with. For example, you can hide in other plants and pots to stay unnoticed, or save your progress in "green areas". About the moss that you mention, it will be some kind of adhesive areas to crawl with Subject W (but I can't say more about this) haha.

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What about Della? Is she important or maybe she's a gadget girl? you know, like many other feminine characters in videogames. I'm a girl and I'm interested in her but I've thinking, what happen if you use her in the wrong way?

Well, our writer is a girl so we think she's actually making an interesting female character :)
The problem of many scripts (from our point of view) is that they have sexualized stereotypes like "naked manly girl" and that kind of $#it. In Paradise Lost there are no social distinctions between men or women, they simply are people with their own problems and ethic.
So yes, Della will be an important character in the main events of the game.

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Why did you pick the letter W? Subject X, Subject Y, Subject A are all possibilities. Why W?

Sorry, but we can't tell anything about the plant's name. It is a huge spoiler :/

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1: How do you feel about Steam Achievements, Trading Cards and Global High Score lists? 2: I totally missed you on Kickstarter! What should I do? 3: Any chance for a SteamOS/Linux port? 4: Finally, will you consider to eventually release the source code, much like ID has done for DOOM and Quake?

1- We are working to make interesting and original achievements for the different platforms. About the trading cards and score lists we can't tell you right now, but we'll check more info about it and take it in consideration.
2- You can have one of our Humble Bundles on our webpage: http://www.asthreeworks.com/
3- WE can't give an answer about SteamOS, but we are doing the game for PC/ Mac/ Linux :)
4- Don't have plans about that for the moment.

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Are you planning to implement the April Fool's Day joke as a bonus level or game mode? And by that I mean, something like a wave/survival type thing.

haha it seems that some of you fell in love with that joke :)
Unfortunately we have a lot of work to do with the main adventure and didn't have plans to include a new mode like that. Anyway the game's full of survival-like zones and I can assure you that will be "bloody hell" parts in Paradise Lost similar to that piece of art (I can't tell you more!!!).

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Do you really guys have time to prepare all the newsletter drawings updates and now answer, audience clever and irrelevant questions in an ask forum? Your brand it´s incredible!!! but I want to play the game!!!

We never got too much time left. However we believe it is important to keep our fans informed of the progress of the game and answer all their questions, whatever they are.
This gives us the opportunity to see a different perspective that can take unnoticed during the development to solve it asap. We want to make it all transparent and until the opening of the forum, this is the most accessible method we've seen.
Anyone can ask us a question or a thousand. We leave it open for everyone and we hope to resolve any questions as quickly as possible, though sometimes take a little because we are working on Paradise Lost :)

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First of all, this game is awesome, and I can tell you've put a lot of work into it. My question is, will there be any more abilities for the plant beside the five (six if you count the double jump) we've already seen?

That's a great question!
Now Subject W may become invisible, generate a shell, throw gas seeds, control spines or send decoys to reach hard areas, besides the double jump. However, we believe you need an extra and this is Climb.
Climbing will allow our squiddy hero adhere to certain surfaces to became unnoticed and cut across certain scenarios.

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¿Cuál ha sido la parte más complicada de todo el proceso de creación, y como estudio de desarrollo de videojuegos?

Lo más complicado hasta ahora ha sido dejar de integrar nuevas ideas al desarrollo. Al ser nuestro primer juego buscamos mecánicas distintas y nuevas implementaciones de jugabilidad que ayuden a personalizar la manera en que los jugadores avancen en el propio juego.
Es difícil poner límites cuando quieres que cada jugador desarrolle su propia estrategia y más aún cuando el juego que estás creando es un metroidvania, por eso desde el principio hemos querido dar al jugador cierta libertad mediante caminos alternativos. No están siempre pero hay otras rutas en función de la pericia del jugador. Son elementos que enriquecen el juego pero que complican mucho su desarrollo.
Por otra parte, lo que actualmente nos está dando algunos quebraderos de cabeza es la IA de los enemigos. Añadir tantas acciones y animaciones nos ha complicado un poco la tarea, pero estamos convencidos de que estos añadidos conseguirán mejorar la experiencia de juego.

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Is it possible to do a complete pacifist run in the game? Not kill or even attack anything? Also, I know we never reached that stretch goal, but is there still a chance we can get that Secret Chapter 2 with the reporter sneaking in? That sounds AMAZING and I'm just sad we'll miss out on it.

You'll have to use the abilities to face the bosses and certain situations, but you can go through the rest of the adventure sneaking. Things could change in the future but we are designing everything this way.
About the secret chapter 2 "Unveil the truth” starring Della Hudson... time will tell. It depends on a lot of things, so we can't answer you for the moment.

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Any word on a hard difficulty setting for the game?

There's no difficulty selection on Paradise Lost. Same as 2D Metroid & Castlevania game's. There will be a curve of difficulty as you progress in the adventure and we are doing our best to make a hard game from the begining.

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One of the hardest thing to do right in a "metroidvania" sort of game is a non-linear map. Do you plan to have certain parts of the map accessible at the start of the game, so that some upgrades can be collected in different orders ? As a game developer, do you find that difficult to do ?

We are planning the map in a way that players MUST return to older scenarios where they can find secret items and do puzzles with the newest abilities that they don't have previously.
Another key feature is that you can access important areas from different routes. This is one of the most difficult things to do in the game because you have to deconstruct the map multiple times and organize everything meticulously.

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Do you think that you can still complete the game in time ? Or do you plan to move the releasing date ?

In our latest update on Kickstarter we announce that the game will delay to mid 2015. You can read the details here kck.st/1rpXYb5

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its not question, but big big thanks!)

ENOL MARTÍNEZ how you can animate so many stuff? is pixel art easy to animate? you have some secret super duper technics, do you?

1- Being passionate about it and working till night xD
2- It depends on the detail that you want for the animations. I strongly recommend to use Aseprite, it's an easy and intuitive tool for everyone.
3 - I have a lot of experience doing animation... since I was 13. One of the things that helped me a lot when I started was the Principles of animation of Walt Disney. Here's a great video explaining them: http://vimeo.com/93206523

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what game engine do you use guys?

We're using Unity 4

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¡Buenas! Me encantaría que algún día Paradise Lost fuera jugable en Vita, ¿podría ser posible su lanzamiento en dicha plataforma a lo largo del próximo año?

Ahora mismo estamos centrados en las versiones de PC pero una vez finalizado el desarrollo en ellas no descartamos sacarlo en PSN :)

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About Asthree Works:

Indie game studio passionate about retro games, animation and sci-fi stuff.
Answers by Sigrid >> @sigh_cha on twitter
North Spain