That ability to experiment with the project at will comes from the same philosophy that HandCircus maintained throughout working on the iOS
Rolando series. It was a process that Simon said was important to keep. “In the early days of the iPhone, one of the things we found was that it was quite hard to work on the platform with no previous titles as a reference. When we started developing in March 2008 there wasn’t even an App Store.
“So experimentation was a key part of that process. It’s something we’ve tried to do here as well, to really encourage experimentation and try new features out. Because we’re a small outfit, it doesn’t cost us a lot to test new things,” Simon added, before pointing to one of the later, more challenging levels set in a dusty canyon and featuring several boulder-moving puzzles. “Everything in this level, for example... I don’t think any of this was even in the original design document!”
Level designer Shane Bromham agrees that the unique working environment that comes from simply being an indie studio is of great benefit to the creative process. “It’s something I’ve personally enjoyed when working on
Okabu, because generally you lose a sense of true creativity as a bigger studio. You’re creating things to guidelines. Here we’re coming in fresh, developing from scratch and building the environment as we go. It helps that we have a ‘yes’ culture to new ideas. It’s fun to explore as you create.”
This way of thinking has led to a swathe of unique gameplay ideas against an already-inspiring art style. Leading bulls onto travelators to power up a conveyor belt, and then using a plunger gun to drag an object from the conveyor belt to another location brings a satisfying puzzle element to the adventure game.
What’s more, Kumulo and Nimbe can soak up water and oil and rain the contents on enemies and the environment to grow plants and lead fire to bombs respectively. Even something as standard as checkpoints have been re-imaged to a degree thanks to the open creative process. Circling trees lined with musical bells not only saves your position in the level, but calls all of the characters that you can interact with to your location, eliminating any frustration in backtracking.
As much as things have stayed the same at HandCircus, Simon admits that developing for the PlayStation Network is a daunting task compared to iOS. “On the one hand it’s definitely more challenging, because there’s just so much more you can do on PSN, and the expectations are higher in terms of what you need to deliver. At the same time, it’s great to work on something that has this big a canvas - you can create a much more involved experience.
“One of the things we found in developing for the iPhone was that people tended to be distracted a lot of the time. When they’re playing a game they’re usually doing something else, like watching TV or sitting on the Tube or the bus,” he added. “Generally their play time is going to be shorter as a result. With this you know people are sitting in front of their TVs, and you have their full attention.”
It would seem fitting for HandCircus to join forces with Sony to publish
Okabu, especially given that the indie studio’s past titles,
Rolando and
Rolando 2, were artistically very close to PSP cult classic
Loco Roco. The similarities between the two IPs were never an issue at Sony, according to Simon.
“No, Sony didn’t have an issue with
Rolando at all. I heard that the head of its Worldwide Studios apparently saw it, but we never had any discussion there,” he said. “I think it’s nice now that we have
Okabu, that people can see a common artistic thread between
Rolando and
Okabu - we’re all about this kind of vibrant, colourful style.”
In fact, the lure of developing
Okabu on PlayStation Network meant that a planned sequel to
Rolando 2 on iOS ended up getting canned. But it’s not something that the studio isn’t planning to revisit. “We are by no means finished with iOS or the
Rolando series, but it’s been really fun to create a brand new world in
Okabu.”
After playing the game for a good couple of hours in the studio’s humble London headquarters, it’s clear to see that sense of fun transferred from the brains of HandCircus to the TV screen.
Okabu is going to be one of those downloadable titles that will lure you in with its cute facade, and then never let you go with its compelling level design and inventive set pieces. Look out for it when it arrives on PSN in September.