Have a Nice Death has had a substantial early access period, launching as an already fairly challenging, albeit entertaining roguelike experience and then expanding to incorporate more areas and bosses, like the war-torn wasteland of the Modern Warfare Department. The game is scheduled to get one more area ahead of the launch of its 1.0 build, which is themed around the concept of Natural Disasters.
Ahead of the release of the Natural Disasters update, GameSpot had an email interview with Have a Nice Death narrative designer and marketing coordinator Mérédith Alfroy, lead game designer Simon Dutertre, and creative director and animation director Nico Léger. Their answers are transcribed below.
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Now Playing: Have A Nice Death Water Geisha Boss Fight
In Have a Nice Death, you play as the titular Death, who rules over the different departments of Death, Inc. His subordinates have grown lazy and greedy over time, leading to an influx of souls that has resulted in so much paperwork, Death is burning out fast. He finally snaps and goes on a rampage through the company, whipping his employees back into shape, one department at a time.
How does the work process for the creation of new bosses coincide with the themes of a level? Are they developed side-by-side, for example, or are bosses made first and level themes created to match them?
Dutertre: The themes of all departments were chosen a long time ago--since the beginning of Have a Nice Death’s development. After selecting the main theme of the entire game, we
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