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	<title>lunar ray games &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
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		<title>Timespinner Interview &#8211; Influences, Narrative Themes, Time Travel Mechanics, and More</title>
		<link>https://gamingbolt.com/timespinner-interview-influences-narrative-themes-time-travel-mechanics-and-more</link>
					<comments>https://gamingbolt.com/timespinner-interview-influences-narrative-themes-time-travel-mechanics-and-more#respond</comments>
		
		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Mon, 15 Oct 2018 07:14:30 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Interviews]]></category>
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		<category><![CDATA[timespinner]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=367316</guid>

					<description><![CDATA[We talk to Timespinner creator Bodie Lee about his retro Metroidvania title.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">M</span>etroidvania games have seen a massive resurgence lately, and we&#8217;ve been treated to a bevy of excellent games in the last few months that have reminded us just how good this genre can be when it&#8217;s at its best. That&#8217;s been thanks mostly to talented independent developers, who&#8217;ve taken the core concepts of a Metroidvania experience and put their own unique spins on it. Next in like is <em>Timespinner, </em>developed by one man studio Lunar Ray Games, run by Bodie Lee. Inspired by Metroidvania games as well as retro action platformers, Lee&#8217;s <em>Timespinner </em>is a unique beast, and one that we have plenty of questions about. Recently we got the chance to ask Lee some of these questions, and it led to an interesting conversation, to say the least.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2018/10/timespinner-image-3.jpeg"><img fetchpriority="high" decoding="async" class="aligncenter wp-image-367319" src="https://gamingbolt.com/wp-content/uploads/2018/10/timespinner-image-3.jpeg" alt="timespinner" width="620" height="355" srcset="https://gamingbolt.com/wp-content/uploads/2018/10/timespinner-image-3.jpeg 616w, https://gamingbolt.com/wp-content/uploads/2018/10/timespinner-image-3-300x172.jpeg 300w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"<span class="s1"><em>Timespinner</em> was influenced by the 2D pixel-art games of my childhood. From <em>Super Metroid</em> and <em>Mega Man X</em>, to <em>Castlevania</em> and <em>Star Ocean</em>, there are lots of pieces of those games that have inspired me.</span>"</p>
<p class="p2"><strong><span class="s1">It’s clear that the game is inspired from some video games from the ‘90s. Can you tell us more about these inspirations and influences?</span></strong></p>
<p class="p4"><span class="s1"><em>Timespinner</em> was influenced by the 2D pixel-art games of my childhood. From <em>Super Metroid</em> and <em>Mega Man X</em>, to <em>Castlevania</em> and <em>Star Ocean</em>, there are lots of pieces of those games that have inspired me. However, looking back on fond memories of those games, I’ve found that I have very rose-tinted ideas about them. If you ever go back and play an old game, you’ll see ways that they weren’t as great as you remember. For <em>Timespinner</em>, I wanted to capture the feeling of what I <i>remembered</i> those games being, despite the fact that those memories may be inaccurate!</span></p>
<p class="p4"><strong><span class="s1">How exactly do the protagonist’s time-bending powers affect gameplay?</span></strong></p>
<p class="p4"><span class="s1">The two largest time abilities are time-stop and time-travel. With time-stop you can briefly freeze all enemies and objects in the room, allowing you to safely manoeuvre them, or to even use enemies as platforms to reach new areas. Time-travel is used to explore two versions of the world of Lachiem: its barren present and its lush history, a thousand years in the past. Time-travel’s emphasis is on physical exploration and historical research- and how changing things in the past can affect the future world. </span></p>
<p class="p4"><strong><span class="s1">What are some of the main themes and ideas that the game’s story will be dealing with?</span></strong></p>
<p class="p4"><span class="s1">The two central themes to the game are sacrifice and resistance. As a Time Messenger, the protagonist’s original task is to sacrifice her own life history in order to save her clan. But, with the Timespinner broken, she decides instead to do the only thing left to do: fight against the powerful Empire that took everything from her. As the game progresses, these two themes weave together to create a powerful story.</span></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2018/10/timespinner-image-4.jpg"><img decoding="async" class="aligncenter wp-image-367320" src="https://gamingbolt.com/wp-content/uploads/2018/10/timespinner-image-4.jpg" alt="timespinner" width="620" height="372" srcset="https://gamingbolt.com/wp-content/uploads/2018/10/timespinner-image-4.jpg 1200w, https://gamingbolt.com/wp-content/uploads/2018/10/timespinner-image-4-300x180.jpg 300w, https://gamingbolt.com/wp-content/uploads/2018/10/timespinner-image-4-768x461.jpg 768w, https://gamingbolt.com/wp-content/uploads/2018/10/timespinner-image-4-1024x614.jpg 1024w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"<span class="s1">Older games were created within hardware limitations. When you try to evoke the nostalgia of those titles, it’s important to be mindful of those limitations. Which do you adhere to? Which do you let go of?</span>"</p>
<p class="p4"><strong><span class="s1">What would you say are some of the crucial elements to get right when making a retro-inspired game?</span></strong></p>
<p class="p4"><span class="s1">Older games were created within hardware limitations. When you try to evoke the nostalgia of those titles, it’s important to be mindful of those limitations. Which do you adhere to? Which do you let go of? It’s a balancing act between making the game palatable for modern gamers and also keeping it evocative of the classics. An easy example is a save system: Older games stopped gameplay in order to make you choose a save file, confirm a save, and then wait for the data to write. In this situation it’s a better to use a sleeker modern approach to saving, such as auto-saving and checkpoints. Be careful not to take too many modern tweaks, though, as it can cause the game to lose its retro charm!</span></p>
<p class="p4"><strong><span class="s1">Can you tell us more about the roles that Familiars play in the game?</span></strong></p>
<p class="p4"><span class="s1">Familiars are small flying creatures that follow you throughout your adventure. They can even be controlled by a friend via local co-op!<span class="Apple-converted-space"> </span>Familiars attack enemies and cast offensive or healing spells, but are generally weaker than the protagonist. The primary familiar, Meyef, is also an important character whose role grows as the story unfolds.</span></p>
<p class="p4"><strong><span class="s1">What is the progression system in the game like?</span></strong></p>
<p class="p4"><span class="s1">Player progression is similar to other RPG platformers: the player levels up, but so do your Orb weapons, spells, and familiars. The game is also designed such that the player will get new abilities and attacks fairly frequently so that their style can evolve as they play.</span></p>
<p class="p4"><strong><span class="s1">Will the game be quite difficult or will it remain fairly accessible?</span></strong></p>
<p class="p4"><span class="s1">The game features multiple difficulties to allow players to choose how they play: Dream, Normal, and Nightmare mode. Dream is the same as Normal, except you are revived instantly upon death (effectively making you immortal). Nightmare mode is unlockable and is very difficult, giving hard-core players something to challenge themselves with.</span></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2018/10/timespinner-image.jpg"><img decoding="async" class="aligncenter wp-image-367321" src="https://gamingbolt.com/wp-content/uploads/2018/10/timespinner-image.jpg" alt="timespinner" width="620" height="317" srcset="https://gamingbolt.com/wp-content/uploads/2018/10/timespinner-image.jpg 1066w, https://gamingbolt.com/wp-content/uploads/2018/10/timespinner-image-300x153.jpg 300w, https://gamingbolt.com/wp-content/uploads/2018/10/timespinner-image-768x393.jpg 768w, https://gamingbolt.com/wp-content/uploads/2018/10/timespinner-image-1024x524.jpg 1024w" sizes="(max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"<span class="s1">One thing that’s been challenging for me (and still continues to be a challenge) is being a good “marketer” for the game. As a solo-dev you have to wear a lot of hats, and marketing/social-media tend to be very draining and time-consuming hat.</span>"</p>
<p class="p4"><strong><span class="s1">Are there any particular challenges you faced during the game’s development?</span></strong></p>
<p class="p5"><span class="s1">One thing that’s been challenging for me (and still continues to be a challenge) is being a good “marketer” for the game. As a solo-dev you have to wear a lot of hats, and marketing/social-media tend to be very draining and time-consuming hat. For example, after the Kickstarter, I needed a way to regularly communicate the progress of the game to the backers, but writing Kickstarter updates take me at least a half-day of work. I tried a few different things, like regular forum posts, but those had the same problem as the Kickstarter updates; I would spend time not working on the game in order to communicate about the game. The awesome solution I ended up going with was doing weekly Development Livestreams on Twitch! This let me both demonstrate to fans that I was making progress with the game without losing any time on development! Huzzah!</span></p>
<p class="p5"><strong><span class="s1">Will there be multiple endings in the game or is the story fully linear?</span></strong></p>
<p class="p4"><span class="s1">The game does feature multiple endings. Each ending changes based on decisions and progress you’ve made in the game. </span></p>
<p class="p4"><strong><span class="s1">Are there plans to bring the game over to the Xbox One and/or Nintendo Switch?</span></strong></p>
<p class="p4"><span class="s1">After life cools down after shipping the game, I’ll have time to work on the promised 3DS port as well as be able to look into the feasibility of other ports, such as Xbox One and Switch. It would be pretty awesome having <em>Timespinner</em> on those platforms!</span></p>
<p class="p4"><strong><span class="s1">Is there a specific reason why the game is not coming on Xbox One and Switch?</span></strong></p>
<p class="p4"><span class="s1">The current platforms that the game has shipped on (PC, PS4, and Vita) are a result of the 2014 Kickstarter campaign’s stretch goals. It’s been my top priority to get it on these promised platforms (including the future 3DS version) before anything else. I am, after all, the only programmer in a 1-man company, so doing multiple unrelated ports at once isn’t really feasible when trying to make a game at the same time. Not to mention, the Switch didn’t even exist when the Kickstarter happened!</span></p>
<p class="p4"><strong><span class="s1">Will the game feature PS4 Pro specific enhancements? What can players expect if they are playing the game on PS4 Pro? </span><span class="s1">And how will the base PS4 version turn out in terms of resolution and frame rate?</span></strong></p>
<p class="p4"><span class="s1">The game runs in 1080p and 60 FPS. As the game is built using the XNA Framework, the maximum resolution is unfortunately capped at 1080.</span></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2018/10/timespinner-image-2.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-367318" src="https://gamingbolt.com/wp-content/uploads/2018/10/timespinner-image-2.jpg" alt="timespinner" width="620" height="349" srcset="https://gamingbolt.com/wp-content/uploads/2018/10/timespinner-image-2.jpg 1600w, https://gamingbolt.com/wp-content/uploads/2018/10/timespinner-image-2-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2018/10/timespinner-image-2-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2018/10/timespinner-image-2-1024x576.jpg 1024w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p class="review-highlite" >"<span class="s1">I’m glad I made the Vita version. It’s uniquely satisfying being able to play your own game on a handheld console. It’s kind of a dream come true!</span>"</p>
<p class="p4"><strong><span class="s3"><span class="s6">Sony is winding up production on the PS Vita soon</span></span><span class="s1">. Two questions based on this- What is your reaction? Since production is getting stopped, do you think developing the game for the Vita was the right call?</span></strong></p>
<p class="p4"><span class="s1">It is a bit sad, but not unexpected. This seems to be par-for-the-course for older platforms.  </span><span class="s1">I’m glad I made the Vita version. It’s uniquely satisfying being able to play your own game on a handheld console. It’s kind of a dream come true!</span></p>
<p class="p4"><strong><span class="s1">Next gen is coming sooner or later. From a development perspective, what is your biggest expectation from PS5 and Xbox Scarlett?</span></strong></p>
<p class="p4"><span class="s1">I hope that the next platforms make indie-game development as seamless as possible. Looking back, it seems like the big console companies have made big improvements in this department and I hope that that trend continues!</span></p>
<p class="p4"><strong><span class="s1">What is your take on the ongoing drama of loot boxes and microtransactions?</span></strong></p>
<p class="p4"><span class="s1">If you’re paying real money to gamble in a game, you’re still gambling. If your country regulates gambling, it should apply to games as well.</span></p>
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		<title>&#8216;It Is A Bit Sad, But Not Unexpected&#8217; &#8211; Developer On Sony Winding Up PS Vita Production</title>
		<link>https://gamingbolt.com/it-is-a-bit-sad-but-not-unexpected-developer-on-sony-winding-up-ps-vita-production</link>
					<comments>https://gamingbolt.com/it-is-a-bit-sad-but-not-unexpected-developer-on-sony-winding-up-ps-vita-production#respond</comments>
		
		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Wed, 03 Oct 2018 16:10:40 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Chucklefish]]></category>
		<category><![CDATA[lunar ray games]]></category>
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		<category><![CDATA[sony]]></category>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=365321</guid>

					<description><![CDATA[To be fair, Sony's handheld system's looming demise is not the most surprising thing in the world.]]></description>
										<content:encoded><![CDATA[<p><a href="https://gamingbolt.com/wp-content/uploads/2011/08/ps-vita.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-38957" src="https://gamingbolt.com/wp-content/uploads/2011/08/ps-vita.jpg" alt="" width="620" height="382" srcset="https://gamingbolt.com/wp-content/uploads/2011/08/ps-vita.jpg 554w, https://gamingbolt.com/wp-content/uploads/2011/08/ps-vita-300x184.jpg 300w" sizes="auto, (max-width: 620px) 100vw, 620px" /></a></p>
<p>No one could have guessed this five years ago, but the PS Vita has been, sadly, a monumental failure for Sony- an excellent piece of hardware, let down by poor marketing, weird decisions, and a complete lack of support. It&#8217;s no surprise, then, that the system is dying out way earlier than it should have, while its direct competitor, the 3DS, somehow continues to do reasonably well for itself even now.</p>
<p>Sony recently announced that they would be <a href="https://gamingbolt.com/ps-vita-production-ending-in-japan-after-2019">ending production</a> of the handheld in Japan not long from now, which comes off the back of the system&#8217;s game cards&#8217; manufacturing already having <a href="https://gamingbolt.com/ps-vita-game-card-production-ending">been discontinued</a>. According to Bodie Lee, founder of Lunar Ray Games, though, while that is sad, it&#8217;s not all too surprising.</p>
<p>We recently interview Lunar Ray Games about their recently released 2D platforming Metroidvania <em>Timespinner, </em>which, among other systems, has launched on the PS Vita as well. When we asked Lee about the state of the handheld, he said, &#8220;It is a bit sad, but not unexpected. This seems to be par-for-the-course for older platforms.&#8221;</p>
<p>In light of this news, though, what&#8217;re Lee&#8217;s thoughts on the fact that <em>Timespinner </em>has launched on the PS Vita as well? After all, just as an example, <em>Bloodstained: Ritual of the Night&#8217;s </em>PS Vita version <a href="https://gamingbolt.com/bloodstained-ritual-of-the-night-delayed-to-2019-ps-vita-version-cancelled">recently got cancelled</a> after the developers decided it probably wasn&#8217;t worth the investment. Lee, though, is pretty happy with his decision to make the game for the Vita as well.</p>
<p>&#8220;I’m glad I made the Vita version,&#8221; Lee told GamingBolt. &#8220;It’s uniquely satisfying being able to play your own game on a handheld console. It’s kind of a dream come true!&#8221;</p>
<p><em>Timespinner </em>is currently available on PS4, PC, and of course, PS Vita. Stay tuned for our full interview with Bodie Lee.</p>
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