How Kemco Mixed Its JRPGs With A Promising Genre | Pocket

In our Making Of series, reaches out to developers to learn more about the video game release process and highlight the extensive work that goes unseen in the background.

This week, we spoke with Kemco Game Director Riki Arimitsu and Overseas Marketing Matteo Conti about the development of deck-building roguelite RPG Overrogue, such as finding gameplay balance and ease of working with previous partners.

Where did the initial idea for the game come from?

Riki Arimitsu: The basic idea came from the intention to combine and mix our strongest genre – JRPG – with another emerging popular genre, a deck-building roguelite. It was a challenge for Exe-Create (developer) and Kemco (publisher) being a completely new genre, but we were fully confident that the current tag team was qualified and experienced enough to achieve this goal.

How long did development take and how many people worked on the game?

Arimitsu: The development period for the mobile version (for Android and iOS), including the initial planning phase, was six months. The core staff is about 10 people, including programmers, designers, planners and game directors between development company Exe-create and publisher Kemco. If we also consider other support staff and testers for the detailed works, we can say that a team of around 20 people worked on the project.

Many may be surprised by the shortness of the entire development period

Matteo Conti

Matteo Conti: We usually work on a global release after soft launching the game in Japan and localizing it in English. So an additional four to five months are spent on localization, with the help of external translators and in-house localization staff, which adds another four or five people involved in the project.

Another point I would like to mention is that many may be surprised by the shortness of the entire development period. This is only achieved through our strong partnership with the development company which has been built over decades of collaboration and through their extensive and consistent efforts over the years.

What did you enjoy most about working on Overrogue?

Arimitsu: Determining the effect of each card and making adjustments through repeated testing was indeed one of the most difficult yet enjoyable tasks.

During the development phase, we found many cards that turned out to be super strong and needed to be weakened. This chaotic environment was more pleasant than stressful, and so we proceeded until the end.

What was the biggest challenge or setback you had to overcome during development?

Arimitsu: As we approached the completion of the map system part, we noticed that the JRPG elements, especially the exploration and dialogue parts, could get a bit boring for players who wanted to enjoy the map battles, while the heavy card battles could be the same for others. JRPG players who like to enjoy traditional exploration and story. That was the biggest challenge: achieving a balanced experience.

Are you satisfied with the launch of the game so far?

Arimitsu: Even after the release of the game, new thoughts and regrets for the improvements that could have been made continue to arise, but during development, the whole team worked together to realize this project, and this goal was successfully achieved. .

Conti: Considering the high initial reception the game got in Japan during its soft launch and all the other positive and encouraging reviews we’ve received from fans so far, we believe the game has performed well. .

What is your approach to live operations with Overrogue?

We trust our fan base and the experience our games have to offer

Matteo Conti

Conti: Live Ops is something that we don’t typically focus on much, as our games are designed and structured to be a self-contained gaming experience. We test them very carefully before a release so that the games are fully enjoyable even without live ops and so most of the time we only see a few cases where they need updates for minor bug fixes. We trust our core fans and the experience our games have to offer, for organic and continuous JRPG fan traffic, not to mention new audiences from roguelite games.

We tend to rely on new projects after a new game is released, so people can keep enjoying completely new games one after another. Also, games that become successful in the mobile market can usually be ported to other platforms, such as game consoles, to expand the audience.

What can you tell us about your future mobile projects?

Conti: We continue to work on new JRPGs, from retro-style series titles to relatively new IP projects in 2022. Many of them will be localized into English for global release later, but those interested in the projects newer ones can stay tuned. our website or our social networks for more information!

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