Game Description:The Rabbit and the Owl is a puzzle-platformer which introduces an interdependent 2×2-dimensional landscape. These two characters exist in a world in which a window for one is simultaneously a barrier for the other. You must help the Rabbit and the Owl navigate through the positive and negative spaces of mind-bending puzzles to discover the secrets of the strange land that they are a part of
S: Is the Rabbit and the Owl your first video game production? Have you worked on other video game projects in the past?
G: The Rabbit and the Owl will be my debut game. After college, I moved back home to save on costs and worked on many nameless prototypes for about a year and a half before coming up with The Rabbit and the Owl. I was never really satisfied with any of them. These include a point-and-click adventure game, an action-platformer, and a twin-stick shooter. I was able to at least learn something from each attempt – I don’t think The Rabbit and the Owl would be half as interesting if it was the first thing I worked on.S: Why use the puzzle platformer genre instead of a different game genre?
G: Designing puzzles is a lot like solving them, except there are so many ways it could go since you start with a blank slate. The best way I go about that is given the mechanics in the game, I figure out what combination of them I haven’t done yet and try to build around that. I always ask myself, “What is the point of this level?” I usually have 1 or 2 points. I also have a set list of rules that I have to constantly remind myself of like “Don’t put more than 4 levers/pressure pads on the screen” or “Difficult to figure out, easy to execute.”
S: The art direction and level design is very straight forward ; is that because the Owl and the Rabbit arent just character to move around but pieces of the puzzles themselves? If so, please elaborate on what we can expect to use each character for.
S: Tell us about the background of the game–so far all the information you have put out has left it -puposefully- vague. Throw us a bone! Give us more insight about this world where the Rabbit and the Owl reside.
G: It has been purposefully vague so far! I have a story but working on the details – I don’t want to commit or promise anything. Sorry, I’m just not ready to reveal more! I’m working towards releasing more story details in about a month or so.
S: The Rabbit and The Owl has a very Romeo and Juliet feel to it–what were your inspirations for the game?
G: Probably coming up with the dynamic collision detection since the playable spaces change constantly for both characters. It took about a month building that from scratch to get that going!
S: What message are you trying to send to your gamers with the Rabbit and the Owl? Any underlining themes we should be aware of?
S: Tell us about the proudest moment you had while making the Rabbit and the Owl, and why?
G: My proudest moment probably when I first started to show friends and family what I’d been working on. I’d never shown my old prototypes to them because I never felt they were worth looking at. This was back in October 2015. Their responses were unanimously positive and it gave me enough drive to continue developing the game. I’d almost given up on making games – this game was my last shot I was going to give to myself honestly.
S: Lastly, it’s convention season! Will we able to try any demos of The Rabbit and the Owl at any upcoming shows?