Zelda, Dark Souls, and Mole Mania are among the game’s many influences.

Mina says–the next screen pits Mina against a few enemies.

If combat is the choice, there are three main weapons to try out in this demo.

Mina The Hollower puts a horror spin on classic gameplay.

This interview was conducted in-person with audio recorded, transcribed, and edited for clarity.

Inspirations to older Legend of Zelda games aside, what games are you pulling from as you design Mina?

When you switch between them, the screen flips, and it becomes inverted and darker.

There are a few, though, that have gone by the wayside in recent years.

Sandy:We consider this to be our take on the Gothic horror genre.

Also, we’re big Halloween buffs; Halloween is a big celebration month for us in October.

It’s not going to be devoid of humor and fun.

How are you planning to achieve that feeling?

Alec:You have to do it through gameplay.

A player has to be terrified to go into the next room.

They need to have an opportunity to think about and devise a strategy around that tension.

A lot of the gameplay elements featured throughout the game allow you to approach things from multiple angles.

Hopefully, that will encourage you to slow down, and take the enemy seriously.

you might bait enemies around corners, you might take things slowly.

Sandy: Also, in literature, Gothic horror deals a lot with facing the supernatural.

There’s a lot of good gameplay there, but there’s also a lot of BS.

Sandy:We always say that our games might look and feel like retro games on the surface.

One is simple accessibility: Can every player literally play the game?

Can they remap the controls to accommodate any situation?

Another way focuses on gameplay: Can I actually beat the challenge that’s in front of me?

I think Mina should be a little bit kinder than even Shovel Knight in that regard.

For these same reasons, I think people might have an easier time with Mina.

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