Ittle Dew 2: Adventurous by Design
Hey everyone! Joel here again with some more behind-the-scenes chatter on Ittle Dew 2. This time I’d like to tell you more about the world you’ll be exploring in the game, and some of the decisions that influenced that world’s design.
If you’re familiar with other classic action-adventure games, or the first Ittle Dew, then you know the general premise: lots of dungeons, a nice big overworld, and lots of enemies to crush and puzzles to solve along the way. Naturally, we want to keep things varied and interesting, so there are a number of fun and, um, unique locations to visit. The dungeons include places like the Trash Cave, an art exhibit (where pretty much everything is is destructable), and even one that’s set in some dude’s flooded basement! It starts as a regular basement, but slowly transforms into a pirate-themed desert island with sharks and cannons and stuff.
As for the overworld, you’ll travel to spots like Pepperpain Prairie (which has rivers of hot sauce and peppers), Frozen Court (a permanently snowy area where enemies with gigantic magical swords roam around), and Star Woods (where a beautiful forest is half-covered in sad-looking trash bags and rivers of sludge that are coming from the aforementioned Trash Cave).
Originally, the overworld was a lot more open, without any major obstacles or detours, and it was mostly just a way to get from one place to another. But that wasn’t satisfying, so Daniel, our expert level designer, rebuilt a lot of it and blocked off some paths so you could never just run through in a straight line. There was a lot of creating and testing to make sure it was fun and the difficulty felt right. Also, to make sure it didn’t feel like going through the overworld was ever a chore or that you’re wasting time, we’ve included warp spots at all the major points of interest so you can quickly travel there for subsequent visits. (Likewise, there are shortcuts in dungeons for easy backtracking, too.)
On the other hand, we also wanted to make sure that exploring was worthwhile, so there are lots of secrets and optional items off the beaten path, as well as a few sight gags and bits of lore about the game that only astute players will discover. You can find hints for just about everything too, even if the clues aren’t obvious or necessarily near the secret in question. And while I’ve talked a lot in the past about how important it was that the game be nonlinear and that you could go anywhere at any time, that’s not completely true – aside from the final dungeon, of course, there are some mysterious black obelisks that…well, I’ll let you see for yourselves.
There’s plenty to see and solve and destroy in Ittle Dew 2, so I hope you have fun playing it and discovering the world for yourself when it’s released in the not-too-distant future.