Bo: Path of the Teal Lotus interview: “I wanted the player to feel completely in control at all times”

Bo: Path of the Teal Lotus interview: “I wanted the player to feel completely in control at all times”

As a game developer who has spent the better part of the last few years pouring my heart and soul into creating Bo: Path of the Teal Lotus, I can confidently say that this project has been an incredible journey for me. It all started as a simple idea in my mind, a tiny seed of potential that grew into something much larger than I could have ever imagined.


Putting out your first game as a studio, like Christopher Stair, Creative Director of Bo: Path of the Teal Lotus, is undeniably nerve-wracking. Originally a solo developer, Stair later assembled a team comprised of talented individuals from the AM2R project. With an air of anticipation surrounding their game, there’s an underlying sense of pedigree. But after playing through this Metroidvania gem, I was taken aback by its stunning visuals and found myself drawing comparisons to critically acclaimed titles such as Ori and the Will of the Wisps. The game’s quality is truly noteworthy.

Humble Games has been successful with their game releases for some time now. However, I was excited to interview Christopher Stair about Bo: Path of the Teal Lotus, and we discussed topics such as working with Humble Games, the inspiration behind the game, and even how certain levels were adjusted to make them less challenging. Let’s dive into the conversation.

What is your main inspiration for the game?

The game’s primary sources of inspiration are diverse. In gaming, we looked up to Dustforce, Hollow Knight, Ori and the Will of the Wisps, Celeste, and Paper Mario 64. Regarding movies and anime, Demon Slayer, Mononoke, and Studio Ghibli productions have significantly influenced our creation process.

Bo: Path of the Teal Lotus interview: “I wanted the player to feel completely in control at all times”

Are you big fans of the Metroidvania genre?

I affirm that among my top picks are Hollow Knight, Guacamelee, The Messenger, Steamworld Dig series, Ori series, and Blasphemous. Notably, one of our colleagues, Milton Guasti, contributed as a level designer for “Ori and the Will of the Wisps.” Previously, Milton and Robert Maloney collaborated on “AM2R” in their earlier careers.

In your early projects, how did you achieve such an appealing and authentic game sensation? Nailing down this quality can be challenging, but Bo boasts an intuitive and well-designed motion.

As a passionate gamer and controller designer, I delved deep into researching and playing games with exceptional player controllers. I meticulously analyzed their intuitive and responsive features, striving to recreate that experience for our game’s protagonist, Bo. From my perspective as an avid platformer fan, I emphasized the importance of air control and maintaining presence in the air throughout the development process. Trevor Youngquist, our dedicated lead programmer, took it upon himself to fine-tune each detail, resulting in a granular and seamless control feel.

As a seasoned game developer with years of experience under my belt, I can tell you that creating a player controller for a game is no small feat. It requires a deep understanding of both the physics and the intended feel of the game. For our latest project, we paid special attention to several key aspects of the player controller to ensure an immersive and engaging experience.

Bo: Path of the Teal Lotus interview: “I wanted the player to feel completely in control at all times”

As a longtime fan of Bo’s genre, I can attest to the importance of creating an experience that appeals to both newcomers and dedicated fans. It’s crucial to keep the former engaged and excited about the genre while providing enough depth and complexity for the latter.

Many people might underestimate the challenge of Bo due to its charming visuals and vibrant colors. However, this game is not a walk in the park, despite its initial appearance. Although it may not reach the level of Elden Ring’s complexity, it does offer a more intricate experience than expected. The contrast between the aesthetic and the technical depth is an intentional design choice, similar to Hollow Knight and Celeste. Our goal was to create a skill set that is simple to grasp but difficult to master, allowing for a high level of expression and a steep learning curve. Players who delve deeper into the game mechanics will discover unique and enjoyable combat and platforming experiences, complete with intricate techniques. They will be richly rewarded for their efforts.

During gameplay, players will encounter various techniques that are essential for fully experiencing the unique feel of the game’s movement. This involves a combination of resetting skills, as seen in The Messenger and Dustforce, and linking acrobatic maneuvers and combat, much like Ori and Guacamelee.

For me, the Steam demo was a game-changer. It allowed me to try before I buy, which was particularly helpful given my limited budget and abundance of options. The process of arranging the demo was seamless and straightforward, making it an enjoyable experience overall. If console demos were also readily available, I believe it would have further enhanced my gaming journey, as I could make more informed decisions and save myself from potential disappointments.

As a gamer, I can tell you that the Steam demo played a significant role in my experience with the game. It was my initial introduction to the title, and I wasn’t alone – we had a vast testing community thanks to our Kickstarter supporters. Their positive feedback on the early builds gave us valuable insights into what worked and what needed improvement.

Bo: Path of the Teal Lotus interview: “I wanted the player to feel completely in control at all times”

Based on my experience with crowdfunding campaigns, when a project falls short of its console goals, it can impact the development and release of certain rewards, like DLC tiers. However, not hitting these targets doesn’t necessarily mean the DLC will be canceled. The team might adjust their plans to make up for the funding shortfall or explore alternative ways to deliver the promised content. It’s important to stay informed about updates from the campaign creators for the most accurate information.

It’s uncertain if we’ll produce additional downloadable content in the future. However, I’d be thrilled if we did, as my mind is brimming with countless creative concepts for potential new content.

Based on my own experiences and passion for gaming, I’m eagerly anticipating the upcoming release of this game. I’m hoping that it will not only live up to my expectations but exceed them. If it does, I could definitely see it becoming the foundation for a successful series. In that case, I’d be thrilled to witness the evolution and growth of the game world, characters, and mechanics. However, even if it is an entirely new experience, I’m open-minded and excited to explore something fresh and innovative. The prospect of immersing myself in a new gaming universe filled with possibilities is truly exhilarating!

I’m deeply invested in this game and wish for as many people as possible to experience and enjoy it. I put my heart into creating this world and its characters, with the hope that players might form a strong connection with them. If Bo’s popularity continues to grow, we dream of expanding the franchise beyond the game, following the footsteps of Cuphead and Sakuna: Of Rice and Ruin with their successful animated series. Should the game garner enough interest, we plan to carry on Bo’s story in future installments, exploring new genres like Metroidvania or delving deeper into uncharted territories.

Bo: Path of the Teal Lotus interview: “I wanted the player to feel completely in control at all times”

How was it working with Humble for publishing?

Having Humble as our companion during the development and release of our first game was truly amazing. Creating and distributing a game is an undertaking far more complex than I initially imagined. It’s a wonder any game makes it to completion, but with Humble by our side, the challenges seemed less daunting. Additionally, Bo seems like a perfect fit for the Humble Games collection. Their catalog includes some of my all-time favorite titles such as Slay the Spire, and I’m eagerly anticipating the upcoming releases.

As a gamer, I appreciate when games offer adjustable difficulty settings. It allows me to fully immerse myself in the experience without getting frustrated or feeling overwhelmed. Having accessibility options is crucial because it makes the game more inclusive and enjoyable for a wider audience.

We prioritized accessibility in developing our game, ensuring it caters to various types of players. At the same time, we didn’t want to compromise the challenge for hardcore gamers who crave a high level of difficulty. To make things more inclusive, we introduced an innovative feature – a time dilator. This tool adjusts the game speed, enabling players to experience it in slow motion if needed. By doing so, they have ample time to react effectively and strategically position themselves for optimal grapple angles or resets.

Bo: Path of the Teal Lotus interview: “I wanted the player to feel completely in control at all times”

Do you have a favourite boss in the game?

I strongly prefer “The Tengu Trio” as my top boss battle. This encounter takes place towards the end of the Ice Caverns, where you engage in a thrilling fight against three coordinated bosses all at once. We created this challenge near the end of our project development, when our team was operating at its peak performance. The experience is an exquisite blend of skillful maneuvering and quick reflexes, requiring us to strike a perfect balance between difficulty and enjoyment.

What would say was the most challenging part of Bo: Path of the Teal Lotus for people to beat?

In the approaching finale, the second-to-last boss battle proved to be the most demanding, requiring uninterrupted progress through a grueling platforming sequence spanning three expansive screens. Early trials revealed significant issues, as only a few testers managed to finish it within the time limit due to its initial complexity and lack of proper checkpoints. Some dedicated gamers invested over ten hours to conquer this challenge, and it was initially over-difficultied. Balancing this level took considerable effort but ultimately resulted in an unforgettable and thrilling experience preceding the game’s climax.

On July 18th, Christopher Stair took the time to share that “The Bo: Path of the Teal Lotus” game will be accessible on PC, Nintendo Switch, PlayStation, and Xbox platforms.

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2024-07-15 19:18