the foundations of Ghostrunner 2

by pokogame
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Another level has been active in the industry for more than a decade. During this time, we have developed numerous titles of different scale, but only one of them has achieved a complete sequel. We’re talking about GhostnerThe FPP, released in 2020, was released, which completely changed our fate, which allows us to travel in broader waters.

The year 2020 was a special time for this industry. On the one hand, it gave rise to developmental delays due to the need to be molded in remote work, while on the other hand, it increased the demand for sports due to home isolation. It cannot be denied that we have benefited from working on the first episode of Ghosterner. As a developer, it was a break from the routine of a serious pandemic, which allows us to release the game in just 1.5 years from prototype. The players appreciated our efforts, and in October 2020, they jumped into the later cyberpank world.

Opinions and experience – the foundations of Ghostner 2

After the previous success GhostnerWe quickly received a proposal from our publisher and current IP owner, 505 games to make a sequel. In the meantime, we also released a series of additional materials supporting the actual game, which includes a significant extension, project_Hel, where we had the opportunity to test some of the latest gameplay ideas. These ideas impressed the design decisions made during the fantastic phase Ghostner 2. For example, I can mention more opportunities more often to use the main character’s special abilities and the general focus on the player’s age in the field.

the foundations of Ghostrunner 2

When preparing for a sequel, we deeply discovered the opinions of the players on the forums, reddates, and our disccons. Fortunately, we got plenty of it, but as often with the opinion of such a large group of players, many suggestions began to contradict each other. Some players wanted even faster, more challenging and competitive gameplay, while others requested to be more organized and slow. We decided to focus on the opinion of those who spent more and more time in the game, while keeping in mind the repeated concerns of more comfortable players, which were rapidly turning away from our game because it seemed very difficult.

The players wanted to increase the basic fighter and movement mechanics, and we focused on it. We developed more complex level designs, added new enemies with new abilities, and modified those who did not fully suit the gameplay, such as the wardens – equipped with Katan. The only way to defeat them was to wait for their attack and stop it. We replaced them, which can be dropped and killed by a strike backwards, or can be disarmed by using one of the particular abilities. At the same time, they are extremely fast and can run on the walls.

When it comes to gameplay tempo, we wanted to keep speed for players who wanted to rush through levels like profession, while also taking care of people who had earlier complained of fast in the game. We got a compromise by adding two of the most important mechanics – blocks and stamina – which allows less experienced players to stop, breathe, assess the situation and move forward. This process is not mandatory for the most skilled players, who can play exactly as soon as they reach the first episode of the game.

From fan base to wider audience – the real challenge of forming sequel

This is clear Ghostner Not everyone has a game, and never meant. However, aware of the potential benefits of expanding the target audience, we wanted to introduce new features that would make the game more accessible without far away from basic mechanics. Nevertheless, it is the mechanics who received the game’s dedicated fan base.

We quickly realized that as a team, we have found ourselves in a new situation. We were making a sequel and for the first time we had to meet the expectations of hundreds or thousands of players, but millions of people around the world. However, each of these players had their own view of what their ideals Ghostner 2 Will be. I did not expect the pressure to weigh so much on us and to some extent, even the creative aspect of sports growth disrupts. Each new feature has to go through a double verification process – our internal review, then with the expectations of the players.

The development team that comes to the sunny day

As an interesting thing behind the scenes, we can tell you that we tested the sword -throwing system, but quickly abandoned this idea in favor of fast and more practical Shurin. We also had ideas that never implemented it, like a survival mechanic that would appear outside the tower while searching for the Westlands. It was built around the idea that the player would not be able to live in the sun for long and would have to look for a shadow, but we abandoned it because of a potential risk of slowing down the game, because it did not support our basic gameplay. Some changes were clear and necessary improvement, such as fixing the Save Safe system to enable savings during missions, which I didn’t always work properly Ghostner And often frustrated players. However, these small but effective changes were minimal and between it.

The players offered to whom they are looking for

What turned out to be a real challenge was a desire to add our motorcycle. The idea was simple, though it may seem ridiculous – our game is already faster, so let’s give Jack (the main character of the ghostner) a car that allows it to move even faster. The purpose was to take the rhythm that describes the ghostner on a motorcycle. After tweeting the balance and control (which we finally made a lot of arcade) and collecting widespread feedback from tests, we were able to provide experience with a fast, trial and error-oriented gameplay experience that are absolutely alignment with the basic part of the ghostner. It is worth noting that not everything related to the motorcycle was perfect. With a car and an open -posting world, we were tempted to find areas far larger than the surface inside the tower. Looking back, I have to admit that this was not the best idea, and although there is a group of fans who enjoy more experiences like this sandbox, but most players have not seen this element as good addiction. Fortunately, it was only two levels, after which we return to the fast, more linear and thick game play track.

During the development, we tried to achieve the budget and the team we have at the moment, before it, we have tried to achieve the impossible acquisition. Step by step, the feature in terms of feature, the size of the game and the complexity increased closer to the AAA segment. We added elements like NPCS, dialogue selection, narrowing in the story, and a hub with a separate pathovascular game mode called Roguerunner.exe.

To create this unique and complicated mood, we drawn from the experience gained from Arena mode in the first game. As an additional mood, Roguerunner.exe presented a lot to players: unique, dedicated level (300 types of combat field and 80 park -challenges), new (and sometimes straight crazy) upgrades to the central character capabilities, and a limited number of each run efforts completely different. We also used some skills that did not make it in the main game, such as the hot, famous Polish Indi Game impressed. Super HotWhere time goes only when the player does.

Dangerous net of a lot of desire

With all these new and additional features, with separate game mode for launch day, the entire project was an incredibly talented, yet under 50 people’s development team.

We knew that, despite efforts to reach a broader audience, we were still making a tough game, which always limits the player’s foundation. We introduce numerous changes to balance the gameplay, making it more accessible to newcomers, such as the pre -mentioned ability to stop attacks, low -skillful coords, powerful special abilities, and a simple character development system. However, we did not compromise with the basic gameplay, which is the most striking mechanic in our game-a hit hit. We could not cross the line, so as not to disappoint the fans of the first game, and we are proud that we have been able to defeat this challenge. When designing these adjustments, we feared that they could create a sense of anxiety and weakness. We were walking on thin snow, but in the end, we stayed towards the cutter, it reduced its extreme nature a bit. Although the basic version of the sequel may not be as difficult as the first game, the “hardware mode” has been added shortly after the release that is probably more difficult in the first episode. It offers a challenge that is designed to be almost impossible for us, for the developers, but we know that our most dedicated players are more expertise than the most experienced members of our QA team, who have spent thousands of hours in this title.

We also learned a great lesson from the owners of the ghostner, who were not so much -consumed by the players. By making a sequel, we have set a goal: each new boss will need a different point from the player. Our inspiration came from the boss battles in the twenty -two software games, where owners telegraph their attacks, and the player must learn time and animation setting. I am sure we were really able to supply unique owners, whose design was based on diverse, challenging mechanics.

Lesson learned from making a sequel

Going to the point – as they say, hunger comes with food, and our ambitions have increased even after the first release Ghostner In 2020. Every day, we asked ourselves if adding another feature, skill, or an additional mechanic would be enough to call the game a real sequel. How much gameplay does players need to change to feel this is a real impulse and not only to take advantage of the original success?

Perhaps these questions have no easy answer, as it all depends on the product. For example, when you create a second game in the sports franchise, there is no need to change more to create a successful sequel. We decided to keep the game, while adding a lot of premium features around it, with new possibilities and experiences (such as arcade -style motorcycle riding), the overall gameplay experience was effectively expanded.

Awards for Ghostner 2

Finally, we achieved our goals, supplied a high quality product that received the nomination for the best reviews and the best action game at the 2023 game awards. However, it did not copy the first episode’s commercial success, which made us realize incomplete abilities. Naturally, the question arises: What could we do in a better or different way? Perhaps we should have reviewed the basic part of our gameplay and implemented more drastic changes – the pressure to compete with the AAA giants was shown and instead focus on raising the basic mechanics. Only time will tell, because we believe we still have a lot to offer our players and fans that we have created and cared about.

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