And we just had a little studio of 7 people, and would have a programmer and artist, things like that. Korsgaard: I think the interesting thing is that Nicklas had just made games himself before this. I was not only doing game design but I was also doing some 3D model building and things like that. Nifflas: Yeah we were in one studio, and with such a small team everyone was wearing multiple hats. It was interesting! But I think it worked well. Nicklas could jump into everything, doing art, music, programming and so on. I was always curious, in production how did the process work? How were roles divided between the KnapNok Games team and Nicklas? Even with games that were exclusively motion controlled, like Skyward Sword, the HD version added standard controls with the joystick. ![]() Korsgaard: Oh yeah, the spell duelling, but they actually pulled it off! When I saw it I was like “aw, that’s what I was trying to do over the last 10 years!”.īy the time of 1-2-Switch people were 'over it' with motion controls though, the interest had died off? Labena: Also, I have to point out how similar our concept was to a certain minigame in 1-2-Switch! Having the GamePad as the centre of attention, our games about looking at / interacting with each other were suddenly possible. ![]() This platform came out and we were like “wait a minute, this is an opportunity”. It was a good idea but impossible to realise!īut then, it was a bit like with Nicklas. We had this spell duelling game, had a bunch of prototypes really early, and it never turned into anything good. Korsgaard: Actually, our company was founded on trying to make a Wii game, a wizard duelling thing where you were looking at each other, not the TV. Was Affordable Space Adventures always planned as Wii U exclusive back then, or were there thoughts about other platforms as well, albeit with changed mechanics? I remember Spin the Bottle had a lot of interest, especially as it made so much use of the GamePad. I don’t know why, but Nicklas was hanging around in the office! We released a game, that was fun, and Nicklas was around in that period of time and we’d play games. I pitched it to KnapNok as they were working with that hardware. While I was thinking about this the Wii U was announced with a separate touchscreen, and I realised that could be the interface. Somehow I was really inspired by this and I really wanted to make a game with a spaceship and a physical interface, but knew I could never pull that off as an Indie developer. It had this controller, this big custom controller for managing a tank. Nicklas Nygren (Nifflas): The way I came up with it, I think it was because of Steel Battalion on the original Xbox. And he had the idea of a spaceship simulator. Korsgaard: At some point Nicklas just pitched the idea of “I know what game I would make if I was working on Wii U”. We were in a building where there were different studios on each floor, and every once in a while people would come over for a few beers. And I don’t know why, but Nicklas was hanging around in the office! We released a game, that was fun, and Nicklas was around in that period of time and we’d play games.Īnchel Labena: It should be noted that it was an office very, very open to different people from the industry. We were exploring the physical party game space. It’s a sort of physical party game, and we were super excited about the platform and what it could do in terms of social interactions. Lau Korsgaard: Back in the days, for Wii U, me and Anchel were working at KnapNok, and we did a little game called Spin the Bottle. Subscribe to Nintendo Life on YouTubeĪs a starting point, how did the project start and come together as a collaboration? The conversation covered the project's origins, development and some rather strange tales that highlight just how much fun the team had making the game it was a chat with plenty of laughter and fond memories. ![]() We had a group chat with Nicklas Nygren (Nifflas), and former KnapNok Games senior figures Anchel Labena and Lau Korsgaard. With the game now reaching its 7 year anniversary, and with its imminent disappearance from the Wii U eShop in mind, we caught up with key figures behind its creation.
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