2022.09.01
#3: “Hexahole”
Hexahole [RPG maker MV]
Creator : Kanji the Grass
Interview Questions for Kanji the Grass
- What made you create this game?
- What is the must-see point of this game?
- What are your favorite games / games that inspired you?
- What do you prioritize when you create games?
- Could you tell us about the advantages of using RPG Maker?
My game release on Steam (*1) pushed me to create it while I was wandering between the roles of free game author and indie game developer. I felt that free games were something to enjoy the creation process, and that the balance between supply and demand is maintained by the players enjoying the developer’s creation. In contrast to free games, I thought that many indie games were paid for and had a strong business component, so I supposed that if the game did not have an appealing concept or visual, people would not download it. I became even more convinced of this theory after publishing on Steam. When I was in a slump, conflicted between what I wanted to make and what people would actually play, I used an idea generation method called a mandala chart (*2) and came up with “Hexahole”, which was a compromise between my conflicting two thoughts.
“Hexahole” can increase its capabilities and progress by covering itself with carcasses, as the concept of “Wearing carcasses to progress” suggests. I hope players have fun with the common RPG experience of “being able to go to places later that you couldn’t get to the first time” in less than an hour of play time. The game has two endings, both of which end like a short Sci-Fi. Even if you are not good at solving puzzles, we hope you can follow along with the game tips on the blog (*3).
When free games like “Ao Oni” and “The Witch’s House” were popular on Nico Nico Douga, I bought RPG Maker VX Ace. These free games influenced my creation of “Hexahole.” “Yume Nikki,” an exploration free game in which the main character’s state changes, expanding the area in which she can advance, also had a strong influence on me.
I try not to set the goal as “completing the work” but rather to create it slowly while enjoying and learning from it.
When I refused to attend junior high, I spent my time learning RPG Maker, which led to programming becoming my strength. Not only that, but I was able to release games on Steam, exhibit at the Digi Game Expo (an exhibition for indie game developers), and interact with RPG Maker users in Japan and around the world, sharing tips and information, thanks to the RPG Maker series. *1 Store page of the game published on Steam *2 Mandala chart diagram created in Excel (at the bottom of the article) *3 “Hexahole” Game Tips