Mimosa and the Clocktower AMA: Questions Answered!
Hello. I have officially closed my AMA, but because I didn’t get enough questions (I got 4), I ended up answering all of them, only because I feel bad about leaving out at least one of you guys.
That being said, here are my answers to the questions I got, in the order I’ve seen first! (This is copypasted from this Toyhouse Forum Post)
Q: “Hey! Never really seen your game before, but I’m proud of you for putting in the effort to make one! Keep it up!! As for my question, what made you decide to make a game, and what keeps you going to keep trying to make it happen? Cheers!”
A: Thank you so much! Honestly, ever since I stopped using Scratch as a platform to make games, I’ve brainstormed a few game ideas that I’ve planned on making. One of these ideas was a game called “Rift and the King of Nothing”, which never went into proper development due to lack of interest. I think what holds me back from making games like it happen is how a lot of game engines rely on code, considering I grew up with making games using drag and drop. Before Gamemaker became my go-to, I find coding games to be a nightmare to learn, but thanks to my reliance on tutorials, I’m getting a hold of it now.
Q: “Are all of the characters based after a nursery rhyme? If yes, what is mimosa’s one? If not, why not? and so, what is the main inspiration for the ones that are not?”
A: Most of the characters are based on Nursery Rhymes, but others aren’t. I did this because having everyone stick to being themed after nursery rhymes sounds boring to me. As for Mimosa, he was inspired by the baby dragon from Little Dragon Adventure, another metroidvania, mostly the shooting aspect and the multi-jumping. However, I am intending on not making him look like a complete ripoff of said dragon by letting him swap breathes that he can get throughout the game, having him triple jump, and also have both these aspects of him innate from the start.
As for the other characters, I’ll only answer this with some characters I actually made myself:
- Enri, per usual with most of my human characters, is loosely inspired by Fire Emblem, mainly with the GBA swordmaster fit.
- Whitetip is a mix between Starfy and Wozart. Both he and Starfy are young princes that resemble sea creatures, and he and Wozart are, quite literally, blue fish.
- The polynymphs are based on this old moth character from 2017, which, in turn, was also based on a mirror stomach moth creature I made in Blocksworld a long time ago (Unfortunately, I don’t have screenshots of it)
Q: “Will a early access or demo be available later in the developpment of the game?”
A: Yes. That has always been my plan for the beginning since the game started development. For early access, this will be done via Kofi, and for the demo, it’ll be distributed for free.
Q: “Which came first, the game or the story? As in, did you decide to make a game and then wrote around that, or did you come up with the story first and decided the best way to bring it to life would be a game?”
A: I actually started with the characters first, but I’ll just say the story! I’m in the process of rewriting it due to new character additions, such as Alphabett, so what I initially have in mind for it won’t be final. I currently consider the time rewind mechanic to be important to both the story and the game itself, but that might change too, since that requires assistance from Gamemaker experts.
Thank you so much to the few people that sent me those questions! I know I didn’t get as much as I hoped to get, but to the ones that did send me some, I hope these answers helped.
Mimosa and the Clocktower
Sea clocks, nursery rhymes, time manipulation, and... a baby dragon? (Currently under concept/prototype stage!)
Status | In development |
Author | HistoriaQ |
Genre | Platformer, Shooter |
Tags | 2D, Action-Adventure, clocktower, Cute, GameMaker, mimosa, Pixel Art, Singleplayer |
Languages | English |
Accessibility | Interactive tutorial |
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