GameCentral speaks with developer Fabraz about their bitesize sequel to 3D platformer Demon Turf and why they chose to remove the game’s combat.
In the five months since indie 3D platformer Demon Turf launched, New York-based developer Fabraz has been quietly working on additional content, but not in the conventional sense. Demon Turf: Neon Splash, available now on Nintendo Switch and Steam, has the scope of DLC but is being sold as a budget, standalone title designed for both existing fans and newcomers. That’s not only business-savvy, but a move which has allowed the team to experiment with ideas old and new.
While anyone can jump into Demon Turf: Neon Splash, story-wise it’s angled as a continuation of the original, as Beebz and friends are sucked into a painting after beating the Demon King. There are 10 levels to complete in Neon Splash, along with remixed variations you unlock by collecting vinyls. Each level is aesthetically brighter and more vivid than before, helped by the fact Beebz’s movements now leave a trail of paint which colours the landscape even after you miss a jump for the umpteenth time.
Like the original, Demon Turf: Neon Splash is demanding but rarely punishing. There are mods you can activate for certain buffs, if frustration does kick in, while the manual checkpoint system allows you to set your own safety nets within each level. For Neon Splash, there’s greater leniency in that you can place an infinite amount of checkpoints, a design decision born from the idea that Neon Splash should streamline the game’s momentum.
‘I think overall people liked the checkpoint system [in Demon Turf] but it felt more natural in Neon Splash to make it infinite,’ says Fabian Rastorfer, founder of Fabraz. ‘We wanted to
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