Titled “Death Howl,” this game is marketed as a deck-building title with Soulslike elements, crafted by The Outer Zone and released by 11 bit studios. In the game, players assume the character of a distraught mother, who struggles against death in an attempt to resurrect her child.
In a recent conversation with Malte Burup, the creative director behind Death Howl, we delved into the soulslike aspects of the game he helped create, including music, art, and writing. We also discussed his strategies in developing the art and narrative, as well as how the card system functions within a strategic grid setup. (This transcript has been condensed for clarity.)
Putting the Soul in Death Howl
Would you mind elaborating on your concept of merging gameplay aspects of Souls-like games with a card-building system for a moment?
Initially, the idea wasn’t to integrate Soulslike features with deck building. Instead, we aimed to create a deckbuilder that offered a blend of tactical combat and open-world exploration. To achieve this, we needed to devise a game design that accommodated both aspects, which led to the incorporation of Soulslike elements. Our playtesters noted an odd resemblance to Soulslike games, a similarity we also recognized. I hadn’t delved into the genre until a few months ago, but it seemed like a natural progression. We welcomed this development and began studying the preferences of the audience within that genre, tailoring our game accordingly. For instance, you collect “souls” called Death Howls in the game.
Each time you defeat an adversary, these Death Howls function as a tool for manufacturing new cards to advance the game. Notably, healing at Sacred Groves causes enemies to regenerate, which is essentially why this occurs.
Question: Does Death Howl feature the storytelling through environment, which is a key aspect beloved by fans of the Soulslike genre?
A: We aim to incorporate more of something found within the game, though it may not match the depth of a Soulslike title. The narrative is presented clearly from the start, making it straightforward and direct. It’s a game steeped in mystery, with an atmosphere that may remind players of certain experiences, but the story is intentionally straightforward. We’ve hidden numerous smaller stories and lore within the game’s environment and characters to be discovered by players as they explore.
A: Could you share some insights about your method for crafting the mysterious and atmospheric elements in the story, since I was involved in some of the writing process?
A: We enjoy crafting stories that are steeped in mystery and folklore, yet subtly ambiguous. However, our aim was to ensure this tale felt like an engaging mystery as well. The story, woven into folklore, is presented clearly, but the enigma and peculiarity come from the details. We aimed to strike a balance between clarity and intrigue, but the approach has evolved over time. Initially, we intended for it to be subtly ambiguous without being obvious, but many found it difficult to connect with. To address this, we made some key points more apparent, transforming the twist at the end into something revealed right from the start in the game. This change significantly altered our original plan.
Q: What drew you to the artistic approach you took with Death Howl?
There are numerous pixel art games available, yet what captivates me is the pixel art style itself. It’s the intriguing level of abstraction where one can discern details based on lack thereof that I find appealing. The brain fills in the blanks, and I’ve always appreciated this aspect. In creating my own pixel art, I aimed to incorporate a fresh perspective while still embracing that distinctive charm.
I altered the background color to match the shadow hues, resulting in an aesthetic resembling woodcut prints. This deliberate, flattened appearance gives off a peculiar, otherworldly vibe, which was my intention. Additionally, this technique sets our game apart from others due to its unique visual style, as there are numerous games available today. Thus, we aimed to make our pixel art stand out with the clever use of colors.
Dealing the Cards of Death Howl
Q: And what about the art approach to the cards in the game?
In our design process, we aimed to give the cards a unique, enchanting vibe, setting them apart from one another. However, when creating pixel art on a small scale, as with miniature portraits or scenes, there’s a peculiar quality that emerges โ it seems to come alive more. To prevent them from looking too much like icons, we included additional details in the game’s card illustrations. This is where we deviated from the rule of using background color as shadow, adding depth and detail to enhance the visual narrative.
Q: How did you decide what the cards actually do?
Our creation is undeniably influenced by games similar to Slay the Spire in the deckbuilder genre. We’ve examined a wide range of such games and have blended their deckbuilding mechanics with our unique focus on positioning.
In addition to our game’s strategic aspect, we’ve incorporated a grid-based, turn-based system that provides an extra layer of complexity. Certain cards didn’t align with our game design, so we created new ones, and ensuring each card functioned individually while also harmonizing with others was essential. Our world consists of four distinct regions, and entering a new region resets your deck. This introduces a fresh class of cards, but using older cards in a new region comes with a mana penalty, reducing their effectiveness. This encourages you, the player, to innovate and create new cards and decks that cater to the unique challenges presented by the enemies within each region.
Q: What’s the road to release look like for you?
Right now, we’re wrapping up our features, after which we’ll focus on refining every aspect before launching it towards the end of this year.
[END]
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2025-05-26 18:16