![]() To support Mobile and PC at the same time we changed simple function like instead of giving direct controls of villagers by clicking around the map as most simulation games. Also, we tried to keep the UI simple and accessible to support multiple devices. We have a mix of 3D and 2D with a minimalist flat art design to go well across multiple platforms. Even though we added various layers of depth to the game we tried to keep the mechanics simple and easy to pick up. So we continued with the same philosophy in game design while making The Bonfire 2. The previous game The Bonfire: Forsaken Lands was mostly a casual experience so anyone new to this genre could easily pick up the game and it worked well on mobile devices. ![]() ![]() Unlike most simulation games, Bonfire 2 is very relaxing - was that intentional, and if so, what design and gameplay elements did you add to make it that way? In our previous game, releasing the Titan was the main objective and for us, Titans are the main characters in this Bonfire universe. We moved from 2D side view to 3D isometric view in Bonfire 2 while keeping the same theme and core gameplay loop of building in the day and surviving in the night and added various layers on top by focusing on varied gameplay styles and replayability. We then decided to work on feedback and thought of expanding on the core gameplay by adding more depth and introducing dynamic gameplay. Our previous game was a mix of both strategy and survival genre, people enjoyed it but some people felt it was too short and linear. The theme and storyline is a continuation of our previous game The Bonfire: Forsaken Lands which was inspired by games like A Dark Room and Kingdom: New Lands. were inspired by the movie Spirited Away and Attack on the Titan as the stories have some elements in common such as being set in a fantasy world. The story and theme were mostly conceived by my business partner Govardhan who also did the Programming. What inspired the game's theme and storyline, such as the titan and the other world elements? ![]() Himanshu, co-creator and lead artist of Bonfire 2 from Xigma Games (a tiny indie studio based in Bangalore), shared with me some insights on the games creation - and offered some tips for players just starting out. We still seem far away from creating a stable society in the real world, but it's somewhat comforting to know that the one in my hands is just a bit better for my having touched it. (The first game in the series - The Bonfire: Forsaken Lands - is even more relaxing, and is basically a simpler version of its sequel.) After helping my little society flourish for awhile, I find it much easier to drift off to sleep. In recent months, as the world outside became increasingly stressful, I've taken to playing Bonfire 2 just before going to sleep, because I find the game's rhythms and daily microtasks (build a hut here, harvest some trees there, and so on) help drown out the incessant, doomscrolling din of my social media-addled brain. ![]() With vibey music and sound effects (the wind, the ocean waves, the ambient/folk loops), a leisurely pace, and visuals that remind me of medieval paintings, the game plays more like a meditative, flow-state, relaxation simulator. But the gameplay itself is quite different from most any other game in that genre I've ever played. The Bonfire 2: Uncharted Shores, a new-ish game that I love for iOS and PC/Mac on Steam, is technically a resource-management civilization-building sim. ![]()
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