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Developer Interview: 13Z

Developer Interview: 13Z

We recently had the chance to preview 13Z and have an interview with the developer, too! In this upcoming roguelike, players will get to choose between a few characters to try to become the 13th Zodiac sign, alone or with a friend! It looks phenomenal, and our writer was very impressed by it, too! If you'd like to read his thoughts, you can find his preview here. A big thank you to Mixed Realms Pte Ltd for the interview! I really enjoyed reading about what went on behind this incredible upcoming title. 

GameGrin:

What inspired you to think of the game's concept to begin with?

Mixed Realms:

It all began with our love for cats! Originally, we wanted to create a cat-themed action game because many of us on the team are cat lovers. During a brainstorming session, we were intrigued by the legend of the Eastern Zodiac and how the cat was famously left out of the Zodiac circle. This sparked the question: what if the Zodiac Guardians were looking for a 13th member? The concept quickly grew to include various animal spirits, and we realised there was so much potential for a roguelike action-adventure centred around this idea. We envisioned the Zodiac Trials as a competition for that coveted 13th spot, blending mythology with modern-day challenges.

GameGrin:

What went behind the animals behind each challenger?

Mixed Realms:

The idea of the animal challengers represents different traits, and we wanted to bring those characteristics to life in the form of unique playable characters. Turtle Village, the starting point of the game, became a hub where these diverse challengers could gather and prepare for the trials ahead. We wanted each animal spirit to feel distinct, with their own personalities, abilities, and backstories. For example, Lyra the Fox is a melee expert with lightning-fast reflexes. The Raven can soar through the air and launch long-range attacks. The Panda has prodigious strength and yields a deadly three-pole weapon.

GameGrin:

What can you tell us gamers about what goes behind creating a roguelike adventure as a developer?

Mixed Realms:

Creating a roguelike like 13Z involves layering systems that keep the player coming back for more. First, we had to design a world and backstory that would support the roguelike structure — repeated runs, evolving characters, and an ever-changing environment. Then, we focused on the core gameplay loop, particularly the combat mechanics, which had to be fun and engaging no matter how many runs the player [completed]. On top of that, we built progression systems, both within the Zodiac Trials themselves and outside in Turtle Village. Permanent upgrades, meta-currencies, and evolving environments are all crucial to maintaining player interest and replayability.

GameGrin:

Building on the previous question, what was the biggest challenge the team faced when creating 13Z? Particularly, were there any unexpected obstacles encountered?

Mixed Realms:

The biggest challenge was integrating all the various moving parts into a cohesive experience. We had to make sure the roguelike progression, combat system, multiplayer, and day-night cycle all worked together harmoniously. One unexpected obstacle was deciding what features to prioritise. For instance, we had originally planned a game mode where players could control the Arbiter (the narrator) and introduce traps and challenges for other players. While that idea was exciting, we ultimately had to cut it due to the scope of the project. We focused on the core gameplay and progression to make sure everything felt polished and enjoyable.

GameGrin:

Why did the team choose to add co-op to the game off the get-go?

Mixed Realms:

Co-op felt like a natural fit for 13Z from the beginning. The Zodiac Trials are meant to be a grand contest where challengers from all walks of life come together, so adding a multiplayer mode made sense. We wanted players to have the option to team up with friends and experience the trials together, forming unique strategies and discovering synergies between different animal spirits. Co-op also adds a social element that enhances the overall experience, making the game more dynamic and rewarding as players progress together through the trials.

GameGrin:

What can you tell us about the difficulties that come with adding multiplayer to games that gamers might not grasp?

Mixed Realms:

Multiplayer brings a whole new set of challenges, especially in a fast-paced roguelike. The biggest issue is balancing the gameplay for both solo and co-op modes. We need to ensure that each run is engaging and challenging, regardless of the number of players. There's also the technical side — making sure that the game runs smoothly, the combat feels fluid, and that connection issues don't disrupt the experience. Beyond that, designing meaningful interactions between players that enhance the gameplay, without making it too chaotic or overwhelming, is another balancing act.

GameGrin:

I saw that the team has previously made a VR title (Sairento VR) and a deckbuilding RPG (Gordian Quest); considering each game is so vastly different, has it been easy to use the previous experiences to your advantage in 13Z?

Mixed Realms:

We've definitely taken lessons from our previous games into 13Z, even though they're vastly different genres. With Sairento VR, we learned a lot about fast-paced combat and fluid movement, which helped shape the action elements in 13Z. Gordian Quest taught us about complex progression systems and how to keep players engaged with long-term goals, which fits perfectly into the roguelike structure. Although 13Z is unique in its own right, those past experiences definitely helped us avoid some common pitfalls and refine certain mechanics early on.

GameGrin:

I recently learned of the concept of "feature creep", which — for those who might not know — essentially means that sometimes game developers will focus too much on adding new features and end up overwhelmed or with superficial mechanics. Considering a roguelike can offer so much variety, I can only imagine it's very tempting! How does the team go about choosing the right mechanics and additions to add and which to let go of?

Mixed Realms:

Feature creep is something we are always mindful of, especially in a genre like roguelike, where it's easy to keep adding more variety. Our approach is to focus on what makes sense for the core experience. We start by asking: "Does this feature enhance the Zodiac Trials and the overall progression?" If a mechanic doesn't serve that vision, we consider letting it go, even if it's a cool idea. For example, we initially planned a mode where players could control the Arbiter and challenge others, but we had to shelve it because it didn't fit with our current priorities. Keeping the scope manageable ensures that the mechanics we do include are polished and meaningful.

GameGrin:

Considering there are so many incredible games out there and such great media surrounding the Zodiacs, have there been any that have inspired anything in 13Z?

Mixed Realms:

While we weren't directly inspired by any particular Zodiac-based media, the concept of the Eastern Zodiac definitely sparked the idea for 13Z. In terms of gameplay, our main inspirations were roguelikes like Hades, Risk of Rain 2, and hack-and-slash titles like Devil May Cry. These games taught us how to create tight, responsive combat while keeping the roguelike loop engaging. Artistically, we took inspiration from various games, anime, and movies rather than any specific source related to the Zodiac.

GameGrin:

What is the thing, feature, experience, etc., that you're most proud about in 13Z? E.g., the co-op feature, the art style, the abilities, learning how to balance multiplayer, etc.

Mixed Realms:

One of the features we're particularly proud of is the locomotion and fox transformation system, which has been getting a lot of praise during the recent playtest. The transition between movement and the transformation into Lyra the Fox [allows] players to fluidly shift between different forms as they explore the arenas or leap off high places. The sense of agility and control it provides is something we worked hard to perfect.

GameGrin:

Lastly, if there's anything I haven't touched on that you'd like for me to mention, feel free to add it here.

Mixed Realms:

The combat system is another highlight. Players have been praising how responsive and satisfying the combat feels, which is something we're very happy about. We wanted to create a fast-paced, hack-and-slash experience that feels tight and rewarding, whether you're facing off against regular enemies or taking on the Zodiac Guardians. Combining these two elements — the fluid movement and the dynamic combat — has really shaped the core experience of 13Z, and we're proud of how it's come together.

Bonus Questions!

GameGrin:

If you were a Zodiac sign, which animal would you be?

Mixed Realms:

I am personally a Snake, so I will stick to that, haha. It's a symbol of charm, courage, and wisdom, but it also has a mythical and mysterious edge — qualities I think resonate with me.

GameGrin:

If you had to make a Zodiac sign to encompass game developers, which animal would you choose, and why?

Mixed Realms:

I'd go with the Owl. Game developers are often working late into the night, solving problems and finding creative solutions.

One last thanks to Mixed Realms Pte Ltd and also Jesús Fabre, who keeps offering such incredible opportunities! Don't forget to check out the game on Steam or follow the developer on X so you never miss a beat.

Violet Plata

Violet Plata

Staff Writer

Liable to jump at her own shadow.

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