As the spring breeze brushes against my skin, I find myself lost in imagination, picturing a lonely maiden wandering the lush cliffs of Ireland. My delicate veil, resembling a deflated soufflé, settles into the ground. Although I’m all alone, I reach out with my cracked fingers, hoping the angels will guide me with their illuminating presence—until a rock strikes my eyelid.
I couldn’t be more mistaken. I’m not an Irish maiden; instead, I’m dodging flying debris in Brooklyn, with only a demo version of Analgesic Productions’ forthcoming fantasy game Angeline Era on my Steam Deck. Oops!
Diving into the whimsical “bump-slash” gameplay of Angeline Era, adorned with its vibrant creamsicle hues and charming monster sprites, stirs your vivid imagination. In discussions with developers Melos Han-Tani and Marina Kittaka via email, it became clear that the aim is just that: this enchanting forest journey appeals to players who are tired of traditional AAA and AA games and seek something new to enjoy.
“Surprisingly, Angeline Era marks the first 3D game to integrate bump-slash combat,” Han-Tani explains, describing a combat style that merges approaching foes while attacking, reminiscent of the Ys JRPG series. “We had to navigate many challenges ourselves—crafting the feel, determining enemy sizes, refining hitbox mechanics, identifying optimal enemy types, and creating the most effective levels…”
Imagine if Zelda featured a Double Jump and intricate 6-phase bosses? I challenge the Laser Fish in my game Angeline Era! – YouTube
During my experience with the game’s demo during Steam Next Fest, the low-polygon water pools and critters offered a remarkable immediacy—these beings, echoing genuine trees and weevils basking in sunlight, appeared somewhat raw. This quality makes them feel real. Bumping my tiny adventurer into their backs to execute powerful sword strikes is exceptionally gratifying.
“The most significant influence on the low-poly designs comes from the enemies of the original Final Fantasy 7,” Kittaka shares with me. “The manner in which they convey details through simple yet rugged shapes and basic vertex colors imparts a striking gestural quality. It reminds me of life drawing exercises that aim to swiftly distill the human form into larger, three-dimensional shapes.”
The creative team also cherished drawing inspiration from real-life experiences, exploring the landscapes of Ireland to help design Angeline Era’s environment, all while investigating Christian narratives and apocrypha for the game’s backstory.
“I aim for individuals to depart with a newfound respect for how the tangible world can be captivating and enjoyable, even with the simplest actions such as ‘walking,'” Han-Tani remarks. “Angeline Era’s gameplay centers on utilizing a limited array of mechanics, allowing players to experiment in various contexts that feel distinct, even though they revolve around ‘Bumpslash, Jump, Gun.’
“One aspect I ponder while developing games is the significance of minor design decisions,” Kittaka shares. “For instance, although I lack expertise in ecology, my hikes throughout Ireland enabled me to catalog the types of flora present across diverse biomes.”
“I genuinely believe that our journey significantly influenced the principal storyline of the game,” she adds, “yet what stands out to me most is the impact on the finer points. For instance, we get to explore how our main character Tets feels about black pudding compared to white pudding!”
Angeline Era is set to launch on PC and Mac at some point in 2025.