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Analyzing the amoral world of massive enterprise in Cruelty Squad

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This interview is a part of our Highway to the IGF sequence.

Cruelty Squad, nominated for the Nuovo Award and Seumas McNally Grand Prize at this yr’s IGF Awards, places the participant to enacting nasty company violence in a world of deadly liquidations. Colourful, quick, and brutal, it affords surreal deaths, vicious weapons, and a have a look at the amoral world of massive enterprise.

Truscinski spoke with Ville Kallio of Shopper Softproducts concerning the alternative of visible model for the sport, what drew him so as to add an organ inventory market aspect exercise, and the design concepts that go into making a compelling shooter.

Who’re you, and what was your function in growing Cruelty Squad?

Ville Kallio: I am the proprietor of Shopper Softproducts and the only real developer of Cruelty Squad.

What’s your background in making video games?

Kallio: I have been utilizing totally different sport growth instruments since I used to be 12 years outdated, starting with Clickteam’s Klik & Play. Cruelty Squad is my first completed undertaking.

How did you give you the idea for Cruelty Squad?

Kallio: I began following an FPS growth tutorial and sooner or later it was an precise undertaking. I did not actually have a lot of an idea; all the pieces was very gradual. Initially, I simply wished to make a easy Quake-style shooter with amoral company themes.

What growth instruments have been used to construct your sport?

Kallio: For the sport itself I used the Godot sport engine. For ranges I used Trenchbroom, for 3D fashions I used Blender, for music and sfx I used LMMS, and for texture drawing and different 2D work I used Krita and Affinity Picture.


Cruelty Squad encompasses a vibrant, almost-overwhelming visible model. What drew you to this search for the sport? What made it really feel proper for the motion, world, and themes?

Kallio: I merely tried to make one thing that appears good to me. The visible model is a direct continuation of my earlier non-game works.

Excessive-speed gunplay is a core piece of the sport. What ideas go into getting this sort of intense motion to really feel good? To steadiness it in order that it pushes the participant, however remains to be honest?

Kallio: I feel it is largely a matter of doing plenty of playtesting. If one thing wasn’t enjoyable for me, personally, I might change it. This largely meant not having a number of bullet sponge enemies and making the enemies type of dopey and predictable to steadiness out how briskly you die whenever you mess up.

Likewise, you function a wide range of weapons for that prime speed-combat—some providing fascinating gunplay, others for a little bit of humor, and others nonetheless the place the cruelty looks like the purpose. How did you select the weapons you probably did for the sport? What did you need the participant to really feel from their fight choices?

Kallio: Principally I wished all of the weapons to really feel highly effective. I did not actually fear about steadiness since it is a single participant sport. A lot of the weapons are primarily based on obscure actual world weapons. It is form of an alternate actuality the place each unusual gimmick in weapon design really ended up being broadly adopted.


How did you design the surreal demise mechanics of the sport?

Kallio: I like Darkish Souls quite a bit and wished to implement comparable mechanics. This affect can also be seen within the stage design – primarily the poisonous swamp stage. The debt system is mainly instantly lifted from Armored Core.

The sport options a number of methods in addition to the gunplay like an organ market and fishing. Why add these components? What do you’re feeling they dropped at the sport?

Kallio: I prefer it when video games have totally different aspect issues to fiddle with. I used to be obsessive about fishing in Stardew Valley for some time. The inventory market additionally serves as world-building, supplying you with extra of a connection to the ever-present company affect.

Cruelty Squad dances throughout emotional states, being an exhilarating shooter whereas additionally providing a deeply bleak feeling concerning the ache you are inflicting on others. It feels vengeful, thrilling, empty, and deeply hopeless at numerous factors. What concepts went into making a shooter that encourages the participant to really feel so many alternative issues whereas going by way of it?

Kallio: I feel media merchandise ought to attempt to be extra emotionally manipulative. I take pleasure in it when one thing manages to fish out some type of response from me, so I attempt to apply this sort of design in my works.

This sport, an IGF 2022 finalist, is featured as a part of the IGF Awards ceremony, happening on the Recreation Builders Convention on Wednesday, March 23 (with a simultaneous broadcast on GDC Twitch).