Intriguingly, I find myself captivated by the alluring charm of “Grimoire Groves”, an innovative and vividly colored cooperative game. Here, one unites with a motley crew of plant entities and an eccentric assortment of NPCs to untangle the enigma surrounding the theft of the Rainbow Socks. The journey behind its creation is nothing short of captivating; for the developers at Stardust, crafting a combat-free roguelike was no small feat. Moreover, “Grimoire Groves” marks their pioneering venture into Kickstarter campaigns, one that was triumphantly successful and paved the way for independent publication.
Game Rant had a chat with Tabea Iseli, founder of Stardust and lead designer of Grimoire Groves, about the game’s creation process. They delved into how the team conceived the concept for Grimoire Groves, drew inspiration from games like Wizard of Legend and Animal Crossing, the choice to incorporate farming simulator aspects, and other topics. Despite the lengthy development, Grimoire Groves had a successful debut in mid-March. Please note that this interview took place before the release of Grimoire Groves; the transcript has been revised for clarity and conciseness.
The Origins of Grimoire Groves
Q: Where did the idea for Grimoire Groves first come from?
Iseli explained that instead of diving straight into Grimoire Groves, they developed a precursor game named AVA earlier on. A VA was a mobile tarot card game with a fairy tale theme, and it leaned heavily towards artistry as we partnered with artists globally. Despite receiving positive reviews, it didn’t sell in great numbers. For their next project, they aimed to create something that retained the same atmosphere while remaining true to our commitment of developing inclusive games for a diverse audience, but with a wider market appeal.
Initially, we embarked on exploring concepts that sparked our enthusiasm, and a significant number of team members demonstrated a strong affinity for roguelike games. While these games can be quite grim – think of yourself delving into a dimly lit dungeon to battle monsters, demons, and other creatures – they’re also notoriously difficult to grasp. Many of us were introduced to the genre by friends who took the time to explain its intricacies. The gameplay involves frequent death, which means you must start anew each time, learning from past mistakes to improve your chances in future attempts.
Initially, as I pondered the prospect of crafting a unique roguelike game, I found myself wrestling with this question: could we design a roguelike experience devoid of combat and monstrous foes? The idea seemed intriguing yet daunting, as it required us to think beyond the typical tropes of the genre.
In our quest for originality, we stumbled upon an innovative concept – ‘nurturing plant creatures’. It appeared deceptively simple at first, but soon we recognized that transforming a combat-oriented game into a peaceful, plant-tending adventure would prove to be no easy feat. It was more than just swapping out dark dungeons for verdant gardens or eradicating enemies; it demanded a complete overhaul of the game mechanics and design philosophy. Thus began our journey in creating something truly exceptional within the realm of roguelike games.
Is it known if the cooking and foraging aspects in Grimoire Groves have been a part of the game since its inception, or were they incorporated into the game at a later stage?
Iseli: We found that the most challenging aspect in developing the game was helping players understand its mechanics, as it can be quite overwhelming to play a game when you’re not familiar with how it operates. Essentially, this involves understanding ‘gamelitery’, or what we, as players, are accustomed to in games.
In the process of eliminating combat from our game, we found ourselves having to discard many elements players are accustomed to and construct new methods from the ground up. Essentially, we needed to develop a unique way to convey audiovisual information to players about what’s happening on-screen since we couldn’t rely on traditional gaming conventions. As our game deviated from typical genre norms and general gaming standards, many of these established signifiers—such as blinking white sprites indicating damage—were no longer suitable because they could be perceived as violent, even though our game has a distinct appearance.
To ensure our audience could easily follow the action on-screen, we needed to rebuild all essential components. Recognizing the need for familiarity, we added elements commonly found in games. From the project’s outset, we aimed to engage our community actively. After approximately half a year to a year, we discovered that enthusiasts of our games particularly enjoy farming games. We felt incorporating farming game features would align well with our concept and benefit both our players and the game’s familiarity. This is how we combined popular roguelike elements with those loved by players.
Grimoire Groves Drew From Many Different Sources Of Inspiration
As a dedicated admirer of Grimoire Groves, I’ve often pondered about the games that may have sparked its creation. In my curiosity, I always wonder if there were any particular titles, especially those focusing on crafting a combat-free roguelike, that served as inspiration for its designer?
Iseli: Despite many people linking the game to “Cult of the Lamb“, it wasn’t actually an influence on our project, as we had already started working on it before its release. In fact, when “Cult of the Lamb” came out, it was a source of relief for us because it validated our idea of combining roguelike, farming, and cozy elements. It showed us that this concept could resonate with audiences beyond our own community.
Regarding the type of games under consideration, it seems to be a blend between “Wizard of Legend” and “Animal Crossing”. Notably, “Wizard of Legend” is a game that revolves around casting spells, similar to another title called “Grimoire Groves”. Upon comparison, you’ll notice several similarities between the two. Hence, “Grimoire Groves” was one of the games we examined for inspiration.
Initially, our NPC characters resembled typical shopkeepers found in traditional roguelike games. However, as we progressed, we noticed a strong bond forming between our players and these characters. They even assisted us in naming and designing their appearances. The connection was so profound that they were deeply moved by mere images we shared with them. To cater to this emotional response, we decided to provide these characters with more gameplay opportunities than just being one-liner dialogue shopkeepers.
I found myself drawn into the captivating world of Animal Crossing, where each NPC exhibited unique traits, preferences, and quirks. The response from the community was overwhelming – they yearned for a deeper understanding of these characters. In an effort to satiate this desire, we crafted narrative arcs for around eight characters. This immersive experience allows players to construct homes alongside or for their beloved villagers. Despite the distinct differences in gameplay scope between our creation and Animal Crossing, it served as a profound source of inspiration, particularly in fostering emotional connections with characters and cultivating favorite villagers among the player base.
Q: Cozy gamers love characters.
Indeed, it’s accurate. What’s intriguing is that they appreciate narratives, and this is remarkable because many roguelike games typically don’t have extensive stories. In fact, you could say that a significant number of them are merely “Here’s the dungeon, kill some creatures, no big deal, don’t bother your head about it.
Initially, due to our contrasting approaches in explicating mechanical aspects, conversations between the characters started piling up, leaving us wondering, “Oh dear, how do we manage all this dialogue?” Despite aiming for amusement and engagement, our concern was that it might become overwhelming. However, during our beta testing, we discovered that users were asking for more insights into the characters’ lives, which made us delighted. I, as a writer, was thrilled to have the opportunity to expand on the dialogue and develop the characters further.
I’m thoroughly intrigued by the grand enigma surrounding “Who took the Multi-colored Socks?” I yearn to uncover the truth. I’m on tenterhooks to learn who is responsible for the theft.
In our case, it was intriguing as we spent quite some time debating the narrative direction. Typically, in games, you’d find a menacing deity or ruler planning to annihilate the world or cause chaos. During the pandemic, we found ourselves pondering, “Couldn’t we simply craft a delightful tale about something enjoyable instead?” Then came the question, “But what then?” And someone casually suggested, “How about a pair of rainbow socks?
During the meeting, everyone burst into laughter, and it seemed as if they were saying, “Ha-ha! What an amusingly absurd idea.” As our conversation continued, filled with laughter and jesting around it, we found ourselves collectively thinking, “Perhaps there’s something to this after all. Let’s create a story about multi-colored socks!
The Game Was Successfully Funded Via Kickstarter
A: Could you describe the experience of launching Grimoire Groves on Kickstarter, as it surpassed its target easily and swiftly?
Iseli: Remarkable. None of us had ever run a Kickstarter for a game before, however, some studios in Switzerland have successfully launched game Kickstarters. Being part of a close-knit Swiss game development community, we were able to approach other studios with questions. Even though they warned us about potential pitfalls and suggested best practices, we still wondered, do I have a solid game idea, do I have a Discord community that seems interested in the concept, but is that enough?
Initially, we initiated our campaign with fewer followers than Kickstarter advises for the target revenue we aimed at. In other words, we began our Kickstarter journey with less following than what was ideal for our funding goal. Subsequently, we essentially hit the start button.
Approximately thirty minutes to an hour passed, and surprisingly, we had already reached $5000. Everyone sat there, hardly believing what transpired. Granted, it wasn’t a monumental triumph like “Coral Island” or “The Wandering Village” on Kickstarter. Nevertheless, it was nothing short of amazing. In less than a day, we had achieved our initial target. It was heartening to observe that so many people were curious about our game.
As a passionate movie enthusiast, I embarked on this creative journey back in 2020 with a dream in my heart and a script in my hand. The plan was simple: spend half a year to a full year crafting a prototype that would breathe life into our vision. Once completed, we’d secure funding and set sail in search of the perfect publisher.
However, the road to success wasn’t as straightforward as we had imagined. Despite numerous publishers showing keen interest, particularly scouts from under-represented groups who were thrilled about our project, fate seemed to play hardball. The deal never quite materialized, leaving us on a cliffhanger, so to speak.
Our project wasn’t your typical low-risk endeavor; it was a daring leap of faith, a gamble that didn’t always play out in our favor. Yet, we remain hopeful and continue to believe in the power of our story, eagerly awaiting the day when it finds its place on the silver screen.
As a dedicated filmmaker on the brink of financial collapse, I found myself barely keeping afloat, clinging onto funds just enough to keep spinning the wheels, yet not nearly enough to move forward with confidence. One day, in a desperate bid for survival, we decided to launch a Kickstarter campaign. The road ahead was long and treacherous, but there seemed to be an eager audience waiting. If this didn’t pan out, our beloved project would have to be laid to rest – a fate I could not bear to consider. This moment arrived around the two-and-a-half to three-year mark of development. The risk was great, but we took the leap, and it proved to be a resounding success. The ensuing month was a whirlwind of activity, but the constant worry about our project’s future vanished as we achieved our goal early on.
We were thrilled about the Nintendo Switch version of our game since we knew many wanted it for their consoles. We needed $50,000 to make it happen, and progress was sluggish. But once we reached that goal, it felt like a dam burst – those eagerly awaiting the Switch port rushed to fund our project, saying, “We’re in!” It was a heartening moment for us.
Absolutely, it’s likely that our investors had confidence in us self-publishing the game due to our successful Kickstarter campaign. This was convincing because even though we were a small, inexperienced team, we demonstrated our ability to launch a project as big as a Kickstarter, suggesting we are capable of releasing the game.
Q: And how does it feel, to be finally launching Grimoire Groves after all this time?
Iseli: I’m in a state of total anxiety, yet not because of the game itself. We’ve been making adjustments and fine-tuning a lot. However, some bugs still persist, and I’m certain we’ll need to do more tweaking once we get player feedback. But, our game is showcased in Steam Next Fest, which reminds me of the Kickstarter phase. Frankly, I’m at a loss as to what steps to take next. We’re engaging with our community, promoting our game, and so on, but it seems like events are beyond our control. We can’t predict what will happen.
A: One last thing – I was wondering if there’s a particular plant or plant-like creature from the Grimoire Groves that you particularly enjoy?
In recent times, I’ve been pondering over this, given my extensive playtime lately. The character that intrigues me is the “mud-corn,” an unusual floating entity resembling an octopus with mud balls on its head. When these mud balls hit you or the ground and you stand in it, they slow you down. Interestingly, this plant isn’t just designed to interact with players, but also with other plants. Many plants in our game will influence each other as well. For instance, if other plants are walking through the mud, they gain energy and grow. This creates a unique challenge where I try to avoid getting stuck in the mud, yet position myself so that other plants can benefit from it. Consequently, the mud-corns become quite beneficial in the game, which is something I find appealing.
One of my preferred choices also includes the “Herberts,” a name given by a fellow community member. These creatures are quite massive and muddy, yet friendly. What makes them endearing is their hair, which appears to be roots when they leap about, giving them an adorable appearance.
[END]
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2025-03-23 02:25