Interview with Benjamin Lochmann -Developer of ChromaGun 2: Dye Hard

Videogame

Wordfoxes-Could you share a bit about Pixel Maniacs' journey up to the release of ChromaGun 2: Dye Hard, including aspects such as game funding, past projects, and community building?

Benjamin Lochmann -Before we entered the PC and console scene, we were quite successful in producing mobile games. ChromaGun was originally ported to mobile, but after a poor performance, we came to the conclusion that first-person puzzle games and the mobile platform didn’t mesh well. So, we took it to Steam, and since then, we’ve been in the PC and console industry. Our second game, "Can’t Drive This", was our next game, and it was released directly to Steam and consoles.

WF -You releasedChromaGun(the first game) and are now launchingChromaGun 2. What elements from the first game did you decide to keep or improve in the sequel?

BL -Basically everything we’re carrying over is being improved. We’re keeping the world and story going, as well as the core mechanics. ChromaGun 2 is primarily going to add on and improve what we had in the first ChromaGun, such as finally allowing players to remove paint and respawn droids, to avoid the very common issue that plagued the first game where players could accidentally break the puzzle and have to restart the chamber.

We’re also adding vertical mobility, allowing players to jump… and fall. This has created a massive amount of new opportunities for puzzle designs.

WF -The inspiration from Portal in your game is evident. What aspects of ChromaGun 2 set it apart from Portal? What were your intentions during the game's conception and development?

BL -We originally came up with the idea for the ChromaGun itself during the Ludum Dare game jam, where the theme was “Unconventional Weapons.” And the connection between the puzzle paint gun and the puzzle portal gun became quite clear.

The primary difference between ChromaGun and Portal is its puzzle mechanics, as well as its tone. We use the familiar elements of the laboratory testing track and puzzle-solving tool, making the way the game runs instantly familiar to hobbyist gamers. For this reason, we like to call it a Portal-like, using similar visual elements and a parallel gameplay loop, allowing fans of first-person puzzle games to feel right at home. Tonally, ChromaGun is far more lighthearted. There are dark elements, but it's lacking the post-massacre vibes that one finds in the halls of Aperture Labs.

WF -ChromaGun is visibly a game that explores the use of colors and magnetism. We noticed a constant use of yellow in contrast to purple. Is there a specific reason for choosing these particular colors?

BL -The repetition of that contrast never occurred to us, actually! Our main focus was maintaining a proportional contrast between the more neutral/consistent backgrounds and the very brightly colored puzzle objects like walls and droids.

WF -The difficulty in ChromaGun 2: Dye Hard gave our team a hard time. Was it always your intention to make a game that challenges players from the very beginning?

BL -Personally, we find the challenge in a puzzle to be the main appeal! Of course, we try to introduce the individual puzzle elements gradually into the players “mechanical lexicon” to allow them to acclimate to the different problems we throw at them. The full game will definitely allow players to grasp these individual elements more slowly, rather than in the demo, where new objects are introduced in a denser way, requiring the player to have to learn much quicker to keep up the pace.

WF -You innovate with every game you develop, bringing new gameplay perspectives, as seen in Can't Drive This. What motivates you to create games with mechanics that differ so much from other puzzle games?

BL -We make games that we would want to play, combining elements that we just haven’t found in the market yet.

WF -Your initiative to develop games for the streamer community, like King of the Pit, is commendable. What were your motivations for creating games in this genre?

BL -Streamers are great community builders, so having a good relationship with them is a great way to grow your own community and generate engagement. Not to mention, it’s just great fun to watch them try to solve our puzzles!

WF -What can fans expect from Pixel Maniacs in the future? Do you plan to continue with puzzle games, or do you intend to explore other genres?

BL -We want to explore other genres, integrating more narrative elements into our games!