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Game Development for Beginners: 3 Professions and Game Creation
Learn MoreGame Jams: The Path to Creating Unique Games
In 2015, the development team presented their first game, Please, Don’t Touch Anything. This project became the starting point for further development. In 2019, work began on Loop Hero, which attracted the attention of players and critics. But what happened between these two significant projects? During this period, the team continued to hone their skills, explore new ideas and concepts, which ultimately contributed to the creation of a unique gaming experience in Loop Hero. This transitional period was crucial for shaping their creative approach and developing innovative mechanics that were later implemented in future games. Alexander Goreslavets, better known by his pseudonym blinch, shares his experience: “After the successful release of Please, Don’t Touch Anything, we developed two expansions that added new endings and supported the creation of a 3D version of the game, which was being worked on by the Escalation Studios team. However, by 2016, all work on PDTA was completed, and we began a new ambitious project dedicated to a Victorian doctor. Unfortunately, as often happens in the industry, life's circumstances complicated the development process, and the project turned into a true production nightmare. We encountered numerous challenges in realizing the intended idea and ultimately decided to move on to other projects. One of these projects was participation in the Ludum Dare game jam, where the concept of Loop Hero was born.

Will you return to developing a game about a Victorian doctor, or has this project already become part of your past career?
Alexander informs that a return to this project is not currently envisaged, as the game in its current state is not ready for release. If a decision is made in the future to resume work on this idea, it will lead to the creation of an entirely new project.
At game jams, we implemented several interesting projects that became an important stage in our development. Each of them allowed us not only to test our development skills but also to learn how to work in a team, overcome time constraints, and quickly adapt to change.
The projects created at game jams covered various genres and styles, from indie games to experimental concepts. We gained valuable experience in game design, programming, and visual design, and learned how to effectively manage our time and resources.
Furthermore, participating in game jams helped us establish connections with other developers and expand our community. Each project was a unique challenge that enriched our knowledge and experience, which positively impacts our future work. We continue to develop, applying these acquired skills to future projects.
Alexander talks about his experience participating in Ludum Dare, an international indie competition where developers create games in three days. This event is unique in that it has no prizes or jury; games are judged by the participants themselves, which allows us to receive valuable constructive feedback from other developers. Our team's participation in Ludum Dare began in 2014 and culminated in 2019 with the creation of Loop Hero. During our participation in this competition, we developed 15 games, including Please, Don't Touch Anything, and Loop Hero. This experience was a crucial step in our development, allowing us to hone our skills and connect with the creative community.
We developed several unique games at various game jams. Each one boasts an original approach and engaging gameplay. During game development, we experiment with various mechanics, graphics, and storylines, allowing us to bring fresh ideas to the industry. These projects were a great opportunity for our team to showcase their creativity and test new concepts. We are proud of the results of our work and continue to participate in game jams to develop our skills and create high-quality games.
Alexander notes that each Ludum Dare is a unique event with an original theme, which opens up opportunities to create games in a wide variety of genres. We constantly experiment and strive to avoid repetition. For example, one of our projects was a game about pirates, in which players had to decide which member of the crew should come back to life at a certain moment. We also developed a 2D adventure game with an intricate plot and a mini-version of the famous game "Space Rangers." We also created a rhythm game and a Frostpunk analogue long before the original from 11 bit studios. These projects demonstrate our creativity and commitment to innovation in the gaming industry. Among the games that were never released, there are several concepts that are particularly intriguing. Many of them promised unique gameplay or innovative mechanics that could change the perception of video games. These projects often become the subject of discussion among gamers and critics, as their cancellation leaves a feeling of uncertainty. Interestingly, some of these undeveloped games had devoted fans who were hoping for their release. Researching such concepts can help us understand which ideas and trends in game design remain relevant and in demand.
Dmitry Karimov notes that one of his new ideas is To Do List—a compact quest that unexpectedly turns into a horror game, although not right from the start. This project promises to surprise players with its atmosphere and unconventional approach to the genre.
Alexander asserts that it is truly a psychological thriller. This genre captivates viewers with its ability to immerse them in the complex emotional and psychological states of characters. Psychological thrillers typically explore the dark corners of human nature, manipulation, and internal conflict, which creates tension and intrigue. Such works are not only captivating but also make you think about the characters' motives and actions, which makes them especially memorable.
Dmitry notes that he was pleased to see the game's impact on the community: people actively recorded videos and left comments about their impressions. He doesn't recall any negative reviews, which speaks to the project's positive reception. Dmitry is proud that To Do List marked his first foray into screenwriting. Although his work wasn't perfect, he found the process enjoyable and inspiring.

Does the base exist? Ludum Dare data, where can I find information about your games?
Alexander reports that the official Ludum Dare website has a dedicated team page where information about all projects can be found. The games are available to play in the web version on itch.io, and some of them have been updated. For example, Loop Hero is also featured on the website, although it was unplayable during the competition due to time constraints. However, a post-jam version was developed and is now playable on itch.io.
Ludum Dare is an online game jam that attracts many participants from all over the world. Have you ever participated in offline game jams? What are your impressions of the differences between the online and offline formats? Offline game jams provide a unique opportunity to interact with other participants, exchange ideas, and receive instant feedback. While online game jams offer flexibility and accessibility, allowing you to participate from anywhere. Each format has its own advantages and disadvantages, and the choice depends on the participant's preferences and goals.
Alexander explains that there is a real difference in participating in game jams. The team only participates in Ludum Dare because they simply don't have the energy for other events. Participating in game jams requires significant effort, and recovery time is required afterwards, sometimes up to a month. In an online format, the team remains in a familiar environment and interacts with familiar colleagues. Offline game jams offer excellent opportunities to meet new people and learn from each other's approaches, but it's difficult for the team to leave their comfort zone. They are not currently planning to participate in offline events.
This may change in the future.
Alexander says it's entirely possible.

Reasons for Loop Hero's Success
The success of Loop Hero is due to a number of key factors, which can be divided into two main categories: the game's internal characteristics and external conditions that contribute to its popularity. Internal strengths include original gameplay, unique graphics, and a captivating storyline, which attract players. External circumstances, such as active promotion on social media and positive reviews from critics, also played a significant role in increasing its popularity. In your opinion, what was the decisive factor in its success in each of these categories?
Dmitry Karimov believes that the uniqueness of the gameplay is a key factor in attracting players. In today's market, where it's hard to impress users, many have become true connoisseurs, seeking not only high-quality but also original games. If there were a multitude of projects like Loop Hero, interest in them might quickly fade. However, thanks to its unique concept and fresh approach, this game managed to attract and retain the audience's attention.
Alexander Goreslavets: I completely agree. The key is that we managed to integrate various game mechanics into a coherent whole. This unification has become an important factor in achieving our popularity.

What external factors contributed to this success? Or do you think the main factor is the quality of the game itself?
Dmitry Karimov noted that external factors influenced the game's success. However, the key role in Loop Hero's popularity was played by positive feedback from early users and active support from the publisher.
Alexander Goreslavets comments that it is difficult to single out any one factor for the game's success. When Devolver Digital announced the project at The Game Awards, interest was not as high as expected. Nevertheless, the Devolver name attracted the attention of streamers and media. The game's success is determined by many factors, and the key factor was the audience's appeal.
The Loop Hero game genre is difficult to strictly classify, as it combines elements of several genres. This combination of role-playing games, strategy, and card mechanics creates a unique gaming experience. In Loop Hero, players control a hero who automatically moves through a cyclical map, where they can place various cards representing landscapes, buildings, and enemies. These cards influence the course of the game, creating a dynamic environment in which players must make strategic decisions. This approach to gameplay makes Loop Hero an original representative of its genre, combining elements of construction, exploration, and role-playing development into a single, engaging concept.
Alexander Goreslavets believes that Loop Hero cannot be categorized into any single genre. He suggests that if someone were to create a similar game, it could lead to the emergence of a new term—loop-like—similar to what has already happened with genres such as souls-like. This emphasizes the uniqueness of Loop Hero and its blend of various gameplay elements, making it appealing to a wide audience.
Dmitry Karimov suggested the emergence of a new term that would describe the combination of different genres. He proposed the use of the word "burdoid" to describe this concept. Such a term could effectively reflect the trends in contemporary art, where the boundaries between genres are becoming increasingly blurred.

The potential of the loop-like genre can be considered significant. This style of game, based on repeating cycles, offers a unique gaming experience and can attract a wide audience. With increasing interest in unusual game mechanics, it is possible that clones will appear in the near future that will attempt to utilize the successful elements of the original. Innovation and a creative approach to development can contribute to the development of this genre, which, in turn, will lead to the emergence of new projects with a similar concept.
Dmitry Karimov believes that the game has significant potential. Perhaps someone will decide to develop clones, building on the success of Loop Hero. Despite criticism of the simple graphics, the game has gained recognition among players. Creators of similar projects may consider creating games in a similar style, believing that the success of Loop Hero makes such a move justified.
Alexander Goreslavets, under the pseudonym blinch, asserts that the potential is indeed there. While many aspects can be tailored individually, those who aspire to replicate our success will face significant challenges. Balancing such mechanisms is a complex task that requires deep understanding and a strategic approach.
When the game was announced at The Game Awards, I experienced a range of emotions. The event evoked excitement and anticipation, as announcements always bring the hope of new adventures and captivating stories. The excitement was overwhelming, as each game opens up new horizons and opportunities for interaction. Announcing at such a significant event as The Game Awards underscores the project's importance and creates a special atmosphere of anticipation among fans.
Alexander Blinch Goreslavets shares his impressions: it was an incredible feeling.
Dmitry Karimov reported that the team was informed of the upcoming announcement in advance and actively participated in the preparation of the trailer. It was fascinating to watch the viewers' reactions during the stream when they first saw the game we've been working on for the past year and a half. This moment became an important stage in the promotion of our project and confirmation that our work was noticed and appreciated by the audience.

The game's commercial success significantly changed my perception of life. I didn't expect such a result, and it was a real revelation for me. Success brought new opportunities and challenges into my life, forcing me to rethink my goals and dreams. I realized the importance of not only achieving success but also maintaining a balance between work and personal life. This experience taught me to appreciate every moment and strive for further development.
Alexander Goreslavets notes that practically nothing has changed in his life. However, the amount of media activity has increased significantly, which has become a source of stress. This requires significant time and physical effort.
Dmitry Karimov notes that his situation has remained unchanged. However, pressure from the audience has become more noticeable. Sometimes this causes irritation, especially when people criticize the game without understanding all the nuances of the development process.
Alexander Goreslavets, known by the nickname blinch, noted that facing pressure has become a new reality for him. Previously, the team worked at a leisurely pace and rarely published. Now, any change, even minor, can trigger a wave of criticism. This creates certain difficulties and requires a more thorough approach to communicating with the audience.

Dmitry Karimov notes that some reviews are definitive. For example, users might state, "I won't remove my negative review from Steam until you add a certain feature."
Alexander Goreslavets notes that the organization has not encountered such a volume of negative feedback in the past. In today's environment, it is becoming increasingly important to respond promptly to every customer comment. This underscores the importance of effective reputation management and improving service levels to meet user needs.
Positive feedback plays a vital role in developing both personal and professional relationships. It fosters motivation and confidence, and helps improve the quality of work and service. Positive feedback not only builds trust between parties but also creates a favorable atmosphere for future collaboration. It is important to keep in mind that constructive feedback, even if positive, should be specific and focused on improvement. This allows people to better understand their strengths and develop them, which in turn leads to future success.
Dmitry Karimov: Positive feedback is always gratifying.
Alexander Goreslavets, a representative of blinch, notes that approximately 95% of reviews on the Steam platform are positive. We value the feedback we receive, as it plays a vital role in our development process. After the demo's release, we received numerous constructive comments, which were taken into account when creating the full version of the game. Your feedback helps us improve the project and make it better for the player community.

Dmitry Karimov: I couldn't tear myself away from the screen and continued watching the streams even when I felt tired and wanted to sleep. This passion captivated me completely and left no time for rest.
Alexander Goreslavets, known by the nickname blinch, actively monitors all discussions and takes them into account when planning future actions. We value the opinions and suggestions of our audience, which allows us to improve the quality of the services provided and adapt to user requests. Your feedback is important to us and influences our development.
Dmitry Karimov: I am glad to receive positive feedback about our work. Every fan art and every kind word bring me great joy and inspiration. We strive to create high-quality content, and your support confirms that we are moving in the right direction.
Success has had a significant impact on my creative plans. I plan to focus on larger-scale projects that allow me to realize new ideas and express myself in various genres. This opens up opportunities to collaborate with other professionals and introduce innovative approaches. I'm confident that such projects will not only help develop my creative potential but also attract the attention of a wider audience.
Dmitry Karimov noted that the team had not yet completed work on the Loop Hero project before moving on to new developments.
Alexander Blinch Goreslavets: We had ideas for additions even during the development stage. We intend to expand the content, as we did with our first game, which we updated throughout the year, almost doubling the amount of content. We are confident that such updates will allow players to gain a new experience and continue to enjoy the game.
Despite thorough testing, launching a game with a large number of players inevitably leads to bugs. We're forced to focus on fixing them, which distracts us from adding new content.
We're currently focused on implementing improvements, including the Expedition save feature and new speed levels. These innovations have been implemented in response to requests from our audience, which allows us to better meet the needs of users and improve the quality of services provided.

Are you considering expanding your team? Your team currently only has four people.
Alexander Goreslavets, known as blinch, noted that the company is open to expanding to any reasonable size, but is in no rush. Growing a team always entails significant changes in the organizational structure, and the current team is comfortable working together.
Following the game's success, our relationship with the publisher has undergone significant changes. We've become more open in communication, which has allowed us to better understand each other's expectations. The project's success has strengthened trust, and we can now more actively discuss ideas and strategies for future developments. This interaction has become more constructive, and we feel supported by the publisher, which creates favorable conditions for further collaboration and innovation in our games.
Dmitry Karimov emphasizes that our success is the result of our collaboration with our publisher, and we are all delighted with this achievement.
Alexander Goreslavets, a representative of blinch, noted that Devolver Digital actively supports our projects. They have invested significant effort in promoting the game and are pleased with the results. Our collaboration with Devolver Digital continues at a high level, and we value the excellent relationship we have developed.

If your relationship is strong and productive, there is a high probability that you will continue to collaborate with this party. Good relationships play a key role in a successful partnership, promoting mutual understanding and efficiency in work. Maintaining such connections can lead to new opportunities and growth for both parties.
Alexander Blinch Goreslavets: If necessary, we can consider the possibility of collaborating with the publisher in the future.
Analysis of gameplay aspects of Loop Hero
What are the shortcomings of Loop Hero? Are there any aspects of the game that do not live up to the ideal?
Dmitry Karimov notes that every game, including Loop Hero, has both positive and negative aspects. He acknowledges the existing shortcomings, in particular, criticism regarding the balance and some game mechanics. The main drawback is the lack of endgame content. After completing the game, players are left with a feeling of incompleteness, as the project doesn't offer the opportunity to continue exploring the world, as is the case in Diablo or Path of Exile. The team hopes to improve the game and add content in the future.

Alexander ‘blinch’ Goreslavets shares his perspective on the game development process, emphasizing the importance of analyzing errors and shortcomings. Each shortcoming is examined through the lens of the question: "How could we improve the project given the available resources?" For example, the sound quality could have been higher, despite the game having approximately 500 different sounds. Nevertheless, the team did everything possible within the allotted time. We recognize that Loop Hero has significant potential for further improvements and are actively planning their implementation.
The game's storyline evokes diverse opinions: some players perceive it as deep and metaphorical, while others consider it superficial. In one interview, you noted that you developed the story with the gameplay in mind. How do you rate the harmony between narrative and gameplay?
Dmitry Karimov: In Loop Hero, the story is a harmonious blend of gameplay and narrative. The story is not mandatory to complete, and players have the option to skip dialogue without losing the dynamic gameplay. The storyline doesn't interfere with, but rather complements the game mechanics, allowing you to focus on strategy and tactics.

Alexander "blinch" Goreslavets: Our game isn't story-driven. We don't impose mandatory requirements like "you can't complete a chapter without a lightning rod." Reading dialogue is optional, allowing players to focus on the gameplay without unnecessary restrictions.
Dmitry Karimov: The game's plot balances between darkness and lightness, offering players moments of humor and deep subtexts that can engage thoughtful users.
The plot, in this interpretation, can truly be considered a happy medium. It balances various elements, creating a harmonious narrative that attracts attention and holds the viewer's interest. This approach effectively combines depth and entertainment, which is especially important for a successful plot. By analyzing its structure and character development, you can see how each element contributes to the overall picture, making the plot not only engaging but also multi-layered. Thus, the plot truly exemplifies a successful balance, which can serve as the basis for a successful work.
Dmitry Karimov believes that this is indeed the case. However, other people may have different views, and this is completely natural.
Alexander "blinch" Goreslavets: We created a plot that is as engaging as possible given our resources. I'm especially proud of how we explored various ideas, such as what vampires are and the secret of the final boss. We strove to make the story deep and multi-layered, so that players could immerse themselves in a world full of unexpected twists and mysteries.
The character's movement clockwise or counterclockwise can have both random and profound meaning. In the context of the plot, it can symbolize movement forward or backward in time, reflecting internal conflicts and character changes. The choice of direction can also indicate a desire for change or a desire to avoid it. By analyzing such details, one can gain a deeper understanding of the character's motives and their development throughout the story.
Alexander "blinch" Goreslavets shared his opinion on the character's direction. We came to the conclusion that it can move in both directions, which rules out any hidden meaning in this decision.

During my playthrough, the character initially moved clockwise, but then unexpectedly started moving in the opposite direction. Was this a coincidence or part of the game mechanics?
Dmitry Karimov: Our game features fair randomness. Unlike many other games, where randomness can manipulate results to adapt to the player's actions, ours is built on fair chance. This means that some events can repeat, and the probability of their occurrence always remains at 50%. I've noticed players starting the game and encountering a mimic in the very first chest. This may create a false impression of the frequency of mimic appearances, but in fact, they appear according to the set probabilities.
Some players draw parallels between the gameplay style and the third "Heroes of Might and Magic." I'd be interested to hear your opinion on the comparison with the indie game "Eador. Creation." What elements do you think are similar in these games, and which, on the contrary, are different? What are the key gameplay features and mechanics that might influence player perception?
Dmitry Karimov: This is my first time hearing about Eador, and it's intriguing. I notice they actually overlap in some ways. Thanks for the recommendation! While we didn't borrow anything explicitly, fantasy plots have their own typical elements. The concept of the end of the world in fantasy has become commonplace. The idea of a chosen hero with unique abilities is also nothing new.
Comparing games is a natural process, as our culture constantly rethinks ideas. When it comes to Heroes, a player's deep knowledge allows for more diverse comparisons. I'm confused when people refer to the dark fantasy style as "like Dark Souls," as if there haven't been plenty of other works in the genre before. It's important to remember that dark fantasy has a rich history, and many games and works of art have contributed to its development.

Reviews and reviews note that Loop Hero could have become a convenient mobile app. However, the game controls are optimally designed for keyboard and mouse. How difficult will it be to adapt the interface for mobile devices? This question requires attention, since the successful porting of the game to portable platforms depends on maintaining the gameplay and ease of control. Adaptation may require changes to the interface to ensure intuitive controls on touchscreens, which can affect the overall gaming experience.
Alexander "blinch" Goreslavets: You can try the demo version of our game for Android, released in December. During the development stage, we considered the possibility of creating an Android version, which is a direct port with touch controls. I played this version a lot and can confidently say that it is convenient even without significant changes. However, it should be noted that this is hardcore mobile gaming. For more comfortable control, we have to make a lot of improvements, and we plan to do this, since the game is great for both the Switch platform and mobile devices.
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