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Preuss: We implemented an easy mode so the QTEs aren't all that hard, too. In general, games that did well had a bigger community in the beginning, even if their wishlists weren't that great. I'm happy with where we are right now, but in the beginning I didn't consider how important it would be, especially seeing other games that were coming out and comparing numbers. While wishlists are important as well, building up a community and getting a Discord big as soon as possible so people are talking about it is just as important. Maar: I would say community is super important. Q: What other kinds of lessons have you learned? It's a lot of extra work to message everyone separately. I think for future projects we're going to go with fewer voice actors and then more people will do multiple characters. It's very difficult to manage, I have to say. Maar: We have 34 named characters, but some voice actors do multiple voices, so we have around 25 voice actors. Q: How many other voice actors came into this project? RELATED: Gotham Knights' The Penguin Leaked, Beng Voiced by Deus Ex Voice Actor On Twitter he said something like, "I just quit my job at Polygon and want to do some voice acting." So we messaged him, made him the voice for our main character. Maar: We just asked him, and he said yes. Q: I should ask how Brian David Gilbert got involved, since certainly he caught my attention and I'm sure that's true for a lot of people. If that's not enjoyable it's 80 percent of the game, and that's really bad. That's the biggest thing you do, reading text. I just wanted to make sure to get as much life into the dialogue as possible with the limited resources we have. I think that's what makes it really impactful. Once you hear them, later on you'll have that voice in your head while you're reading their lines. It makes it a lot less or more funny depending on who you pick for the role, if they really deliver. For some, there was only one audition that was perfect for the character and what I envisioned. It was interesting because we got a lot of auditions, over 100 per character, and then had to sift through all of these. Maar: It was definitely important to me that the vision I had in my head carried over with the voice actors. How important was it to capture characters in that way, even if they aren't fully voice acted? What did you take from your experience? Q: Well you have some experience at least. Q: I understand you're also a voice actor by trade, Annika. You have to find out who did that, and you are essentially stuck in there until you solve it - but you don't have to worry about the world ending in there, which is very nice. You have to do this one section, and in this case it'll be a court case about a painting that was vandalized. RELATED: Time Travel-Based Games To Play Before Deathloop ReleasesĪfter that we have the dungeon bit, I'll call it, where you go in and time stops. Since we have time, it's like on Monday night you have to meet up with someone, go to extra art lessons or whatever it is. Then, you have to do what I'll call a pre-dungeon section where you take on a quest in the overworld. So you go into the art club, for example, you get to know these characters and new area with its dynamics. Maar: The loop, let's say, is the game is split into different clubs centered around art, music, drama, and sports, and each time you unlock a new club. Q: Beyond those more action-oriented segments, what's the general idea you were going for? Even something that simple can be pretty expensive, you have to budget for it. We have little snippets here and there, like when you unlock them they say their line and they make some sounds. Also voice acting, even though the game isn't fully voice acted. That hand-animated bit is very expensive, and we would not have the money for it otherwise. Having an extra team member and things like an animated trailer, as you probably saw. Obviously, having this funding, I think especially the marketing side grew a lot. Other than that, it pretty much stayed the same. We thought having these boss fights that are a bit more grand would be cool. There weren't any action sections in the game, but we felt it was a bit anti-climactic, and we wanted something extra. In terms of content that's grown because of extra people, the only thing really was boss fights. The other team members you see are freelancers, they've done the audio for the game. How much has the scope of the game expanded since the funding round? Q: There are other contributors listed on the game's website.