The Humble Beginnings


After the Steam release of OVO Smash!, In Principle’s first commercial indie game, it was time to start prototyping once again.

Without much delay the ball got rolling with these fundamental concepts in mind. A game that would be:

  • Multiplayer (With online gameplay)
  • Possible to build with minimal resources at hand
  • Immediately fun to play
  • Somewhat harder to learn to master

The first thing to do was to find some inspiration in other games. Some similar game designs that meet this criteria are: Rocket League (for it’s variation of a single car and stadium to contribute to a deep gameplay experience), the Street Fighter franchise (especially early releases in the series for their variety of standard and special attacks which led to endlessly enjoyable matchups between characters during fights) and most of all Fusion Frenzy. Fusion Frenzy consisted of many mini-games, one of which was called “Sumo” and was all about controlling spherical balls and knocking your opponent out of a continually shrinking ring.

Special mentions also go to Dive Kick, Nidhogg and Towerfall Ascension. All of these games involve two or more opponents studying one another and trying to psyche each other out. I wanted to recreate something similar. – Mind games

And with that began work on MC²!

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