a game to be loved for a long time ago.
I was a hardcore gamer before becoming a game developer. I didn't want to throw our game away because it wasn't once or twice. That was the case when I recalled my childhood when I lacked a wallet. Worthy of the cost of games at the time was plenty of games.
For me, it was the Castlevania series, Rockman series, the Mario series, the legend of Zelda series, Little Big Adventures, Tomb Raider, Diablo series and the Warcraft series.
Charles wanted to make Japanese-style RPG games, which have a high proportion of the story, but those games, which are not easy to play again after seeing the end of the game, did not suit my purpose.
Also, I didn't think we could play a big game on the scale of our team. I thought that games that I could play over and over and over and over again on a relatively small scale were games that fit the Rogue-Likes genre.
So what did I decide to do?
But, unlike me, who is a hardcore gamer, Charles was more like a light gamer. He felt that the Rogue-like genre, where one death gives him eternal death, was onerous to him.
Also, Charles took the time to ask what part of the turn-based tactical game attracted his interest.
Charles told me that personality is the collection of various characters, the plot of intriguing stories, and the play-by-play method that can be thought of for a long time.
Based on the above requests, I began to envision in my head the form of the game we would produce.