Glumberland talks about its Pokemon/farming title and what players can expect on release.
Glumberlands’ Ooblets is something different, which is certainly a cliche. You could say it’s a mix of Harvest Moon, Animal Crossing and Pokemon, with some farming, exploration and battles. However, the overall aesthetic and atmosphere is unique, offering a comfortable atmosphere to do all these things. When you consider that it’s published by Double Fine and developed by two people – Rebecca Cordingley and Ben Wasser – Ooblets becomes all the more interesting.
GamingBolt had a chance to speak to Ben Wasser about the title, how it draws inspiration from various properties, what the various Ooblets have to offer and much more.
"We don’t know how many ooblets we’ll have in the finished game yet. We have 25 so far and keep adding more every month."
Ooblets draws inspiration from many different properties but how tough was it to consolidate these concepts into a game like this?
The ideas aren’t too hard to put together so far. We connect the farming and creature collection RPG aspects through cross-requirements to advance on both ends. The town life and customization elements can sort of exist on their own and mix in where it makes sense.
How many varieties of Ooblets can players collect? Do they have their own types and elements akin to Pokemon?
We don’t know how many ooblets we’ll have in the finished game yet. We have 25 so far and keep adding more every month. They don’t use elements but there are types who are focused around different functions, like healers, tanks, etc. Since the battles are team-based, the combat ends up more like class-based RPGs than Pokémon.
What can you tell us about the turn-based battle system? How deep are the RPG mechanics here?
We’re still developing and making big changes to the battle system all the time, but we generally want it to be light enough to not overwhelm the rest of the gameplay but also complex enough to allow for interesting strategies. The way it’s set up is that the battles should get progressively more complex as you get further along in the game.
"We want the two big sides of the game to rely on each other but still let you focus on each individually as much as possible."
Could you tell us about the different locations and places that players can travel in the game? What are some of the things that players can discover?
So far, we’ve got a woodlands region, desert region, and a spooky region. There are little harvestable plants, new ooblets, and new seeds you can discover in each region.
What is the purpose of the Ooblet Club and how does it add to the experience?
Each club serves a specific purpose in town. For example, Peaksnubs sells fertilizer, Mossprouts lets you send your ooblets off on missions, and Frunbuns sells pastries. Your club choice determines your starter ooblet as well as gives you a bonus/discount with that club’s function.
How do the farming and Ooblet raising aspects segue into each other? What kind of gameplay loop were you aiming for to allow each aspect of the game to shine?
To unlock new moves for your ooblets, you’ll need to spend crops you grow on your farm. To get new seeds for your farm, you’ll need to explore the world of Oob with your ooblets. We want the two big sides of the game to rely on each other but still let you focus on each individually as much as possible.
"You’ll be able to continue building out your farm, leveling up your ooblets, interacting with town folk, and completing randomized quests that should continue to be generated as long as you’re playing."
Will players be able to forge relationships with NPCs and even marry them a la Harvest Moon?
We’re working on a light friendship system based on your interactions with NPCs in town, but there’s no romance or marriage in the game.
Ooblets comes across as a game that players can continue indulging in for a long time. What are some of the various things that they can do once the main story is complete?
You’ll be able to continue building out your farm, leveling up your ooblets, interacting with town folk, and completing randomized quests that should continue to be generated as long as you’re playing.
When can we expect Ooblets to release?
We’re aiming for mid-2018 but we aren’t making any promises just yet!