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Elsie - Dev Q&A! Get to know the game and the devs!

Sup folks! As we draw closer to our next exciting announcement for Elsie, we wanted to throw some questions at the Knight Shift team about game development and how Elsie came running and gunning into the world!

Check it out!

[h3]What inspired you to create Elsie?[/h3]
Alex: When I started my journey to become an indie game dev, it was a daunting and challenging path. The initial steps were pretty difficult, filled with lots of uncertainty. To make the journey more enjoyable and sustainable, I decided to create a game inspired by some of my all-time favorites from my childhood, such as Super Metroid and the Mega Man X series!

[h3]So Elsie has a bunch of procedurally-generated levels. Walk us through the process for procedural generation?[/h3]
Alex: Procedural generation is pretty simple, it's just generating an output based on some rules. The hard part is learning and iterating through those rules. I spent many months testing different variations for our levels until I found a good fit. I went for overly complex generation to simple rules and over time I landed on keeping it rather simple and focusing on the more hand-crafted experiences.

At the start, when I tried to generate a whole stage, it took so much effort to make platforming challenges that felt natural and placing enemies in places to give players appropriate obstacles. It was challenging to generate something that always felt right to the player so I had to get another solution. I landed on a hybrid solution of hand-crafted the rooms themselves with some randomness inside the rooms then procedurally stitching rooms together to create the whole stage. This approach gave me enough control for the moment to moment while giving players a little bit of a refresh after each death.



[h3]What were some of the big challenges during development?[/h3]
Pedro: Like most indie teams, we have been faced with, what's probably the most common challenge, funding! For around 6 years, we have worked on Elsie part-time completely self-funded. We also had to deal with a revolving door of team members, making it difficult to keep the same style and quality throughout the project, particularly in the art. We are extremely grateful to Playtonic for publishing the game, and assisting with development funds to get the game out the door, and helping us maintain the same team 'til the end of production.

[h3]What inspired the cyberpunk setting?[/h3]
Pedro: Elsie was always somewhat cyberpunk-ish since its inception, but we took a hard shift into the current cyberpunk style when I came onto the project around 2018. The project received a major overhaul, which included this new vibrant, neon, flashy aesthetic. We wanted something that caught the eye at a glance and intrigued folks to check it out further!

[h3]What was the design process for the various world biomes?[/h3]
Pedro: Being old-school game lovers, we definitely stayed in the traditional "elemental" biomes, but wanted to give them some flare artistically. The first environment we designed was the Eclipse Skyport. It was meant to be the "wind" biome, but we shifted away from "wind" or "air" and just more towards a "sky" vibe, where there was a machine that lifted the city underneath into the sky. We've got the usual suspects of fire, nature, ice, and lightning as well, but each with their own distinct feel, style, enemies, and music to really immerse you into the level!



[h3]Eric, how did you decide what music would fit the game's aesthetic?[/h3]
Eric: For Elsie, I started by having conversations with Alex, our lead programmer and project manager, and discussing what we wanted the game to feel and sound like. We had many conversations that resulted in the desire to primarily use modern instruments with an inclusion of retro sound chip sources. After, I explored different sound sources and processing chains to create a general set of sounds that I thought could accomplish what we had in mind. We decided the game's soundtrack would feature influences from musical genres we all enjoy, along with our Latin and European heritage. As an example, I decided to blend in bit of Afro-Cuban rhythms in our Nature biome, as well as Venezuelan joropo in our Ice biome.

[h3]What roles do you think music plays in enhancing the player experience?[/h3]
Eric: The music serves as one of the driving engines that feeds the player with energy. It's primarily role is to add intesity and emotions to the different levels and encounters. I tried my best to match the high-octane gameplay while offering a bit of breathing room. The other role of the music soundtrack to help bring the biomes to life by introducing distinct biome-specific sounds and having thematic materials that are recurrent in other music tracks of the same family. After a bit of listening, the player is bound to associate certain melodies, grooves, and sounds with specific biomes.



[h3]What made you want to make a roguelike?[/h3]
Alex: It's my favorite genre of game so naturally it's what I'd really enjoy making. I love games with high risk to them. Gives every moment you play weight to it that you don't feel in others.

[h3]How does Andru's melee combat differ from Elsie's gameplay style, and what was the process of balancing these two characters?[/h3]
Alex: Wait we were supposed to balance the two characters? In all seriousness, Andru has a whole slew of weapons and his combat really gets you into the heat of battle and tests how good you are with the game's core mechanic of the parry. Elsie's focus is just to blow up stuff and fill the screen with bullets. Andru is more like a scalpel. Very precise and meticulous. He does some builds that allow you to play like a bullet hell boss too.

[h3]Who would win a fight between Elsie and Andru?[/h3]
Alex: Hmmm... probably Elsie or the game would be called Andru, wouldn't it?

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Elsie is coming soooon to a PC (and PS5 and Switch!) near you, hopefully the one in your house, actually! So take one step closer to that happening by Wishlisting it below!

https://store.steampowered.com/app/1515570/Elsie/



Elsie - Citizens of the Wharf - Voice Actor Reveal!

Sup folks!

We've already shown that Elsie isn't just packed with hyper-kinetic platforming, but incredible voice talent too with not just the main characters but also the powerful missing Guardians too!

The survivors of the attack on Neotoño will be dotted around the various worlds when you explore, bring them back to Sapir Wharf and they'll help you on your journey!

So let's check out what awesome voice talent is behind the citizens of the Wharf!

[previewyoutube][/previewyoutube]

If you like what you see and hear, don't forget to smash that Wishlist button to smithereens!

https://store.steampowered.com/app/1515570/Elsie/


Dev Diary | The Banging Beats of Elsie

Hey folks!

The music of Elsie, quite frankly, absolutely slaps. A fast-paced, colourful, action-packed game like Elsie needs a soundtrack to match and that challenge was taken on by Eric Benaim, music composer and sound designer at Knight Shift Games.

We sat down with Eric to discuss his life as a composer and inspiration for the banging beats that back Elsie's bot butt kicking! Take a read below:

How did you get into making music for video games?
I first experimented with game music back when I was in high school. I remember having projects for computer class where I’d create my own games in Macromedia Flash (later bought by Adobe). I’d create the art, animations, music, sound effects and program the game’s logic in ActionScript. This was the first time I was able to compose music for video games.

After this, I quit making games and dedicated myself to playing the electric guitar as well as the piano. After going to music school in Venezuela and eventually moving to the United States, I decided to return to the world of composing.

Dedicating my life to writing music for video games felt like a very natural decision, as it allowed me to combine two of my greatest passions.

What drew you to want to work on Elsie?
After connecting and becoming good friends with Alendro (lead programmer for Elsie), we began working together on a slew of indie games.

What drew me to Elsie is that it represented a project that involved a couple friends wanting to have fun and create a game they’d themselves love to play. It's a passion project inspired by the games that shaped our childhood, as well as other influential games that have been released in the last couple years.

What inspires you when composing the soundtrack for Elsie?
My main inspiration is drawn from the colorful artstyle, particle effects, and other visual elements. However, the gameplay, pacing, and story have helped conjure additional imagery when sketching music.

Within Elsie there are a variety of worlds, how did you hone the vibe of each of them?
Initially, we had discussions regarding each world’s sound world. This helped add some separation between the music of the different biomes.

The main elements helping contribute to this separation are the instruments and rhythms chosen for each piece. However, a lot of cohesiveness is gained by introducing level-specific thematic material (during the exploration phase of the levels) that is later developed during the boss music tracks.

Can you let us into your secrets of how you make sounds (e.g. lasers, blasts etc)?
The technique I used to design most of Elsie’s sound effects involves layering multiple sources (synthesizers and recordings) and processing each layer to add character, or help the parts feel cohesive.

For example, the vocal portion of the robotic animal enemy sound effects all originated from animal sound recordings that were processed and transformed. These were often times layered with recordings of small motors and other machinery

What has been your biggest challenge when creating the music so far?
The biggest challenge so far has been to maintain a similar music style to the one we had when I first joined the project nine years ago. I’ve grown a lot as a composer and my creative decisions take me in different directions at times!

Do you have a favourite track (if you can talk about it)?
My favorite track so far is probably the boss theme from Trishula’s Tundra. It gave me an opportunity to incorporate the themes and other musical material from the level’s exploration music into a more active and intense composition. I was also able to include a bit of traditional folkloric Venezuelan music for the final section of the track, which was a lot of fun!

Who’s your favourite character in Elsie?
Tera! She has been modeled after the older ladies that work at Cuban coffee shops. They are lightning fast, strong, colorful and often packed with a wealth of wisdom.

Thanks for sharing, Eric!

If you're ready to go out into the world of Ekis and find the missing Guardians, Wishlist Elsie now for more very soon!

https://store.steampowered.com/app/1515570/Elsie/

Elsie Access-Ability Feature Showcase

Hey folks!

If it wasn't already obvious, Elsie is a pretty fast-paced, colourful game!

The Knight Shift team have been hard at work to provide a host of accessibility features to make Elsie as accessible as possible to anyone who wants to play. Elsie is part of the Access-Ability Summer Showcase on Steam! Check out the video below or read on!

[previewyoutube][/previewyoutube]

If you just want to absorb the gorgeous style and play through the story, there’s an Invincibility mode! Which might also come in handy if you’re struggling against a particularly tricky boss fight.

To help you focus on the hyper-kinetic on-screen action, there are modifiers to allow you to blur, desaturate or even turn off the background entirely. There are options for adjusting the amount of screen shake you experience too to help with this even further.

Elsie is an incredibly colourful game, so it has options to assist those with colour vision deficiency too. Options for player outline and enemy outline also allow you to adjust the hue to your liking, to make sure the technicolour action is as visible as possible.

If you need assistance with reflex mechanics, there will also be an option to adjust the timing required to correctly hit a parry, as well as following up with those all-important counter-attacks.

So to recap, there’s:
  • An invincibility mode
  • Parry and counter-attack timing adjustments
  • Font size modifier
  • Colourblind assist
  • Player and enemy outline options
  • Rumble strength and screen shake modifiers
  • Options to blur, desaturate or remove backgrounds

Elsie is a love letter to retro-action platformers of old while packing in plenty of new elements to give the genre a modern twist and we want as many people as possible to be able to enjoy the experience.

Elsie is coming to PS5 and Switch!

Sup folks!

We're excited to reveal, as part of the Guerrilla Collective online showcase that we announced that as well as a PC release, Elsie is officially coming to PS5 and Switch!

Check out the announcement trailer below:

[previewyoutube][/previewyoutube]

And if you're hyped for the PC release, make sure you Wishlist the game on Steam!

https://store.steampowered.com/app/1515570/Elsie/