Yacht Club Games is a company that needs little introduction, particularly thanks to the huge success and acclaim for Shovel Knight, a title that had multiple major expansions and campaigns over a number of years. The company has been busy beyond that too; last year it published Cyber Shadow and collaborated with Vine on Shovel Knight Pocket Dungeon. For fans of the core development team's output, though, this year has already brought exciting news with the announcement of Mina The Hollower.
It currently has a Kickstarter campaign that's both raising funds and engaging with an enthusiastic community, having already smashed its goal. It's not expected until December 2023, but we also got to go hands-on with an early PC build, having a jolly time in the process. It's challenging, nails the Game Boy Color aesthetic, and combines classic gameplay ideas with new touches and clever design.
Fortunately for us, we've had the chance to pose some questions to the game's Director, Alec Faulkner, discussing the game's design, focus, that music by Jake Kaufman and more.
Nintendo Life: Can you talk us through the early creative process for Mina the Hollower, as the team devised the broad style and gameplay approach?
Alec Faulkner, Director: We thought a lot about what kind of games we want to make, what kind of games our fans would want us to make, and what kind of games we could feasibly make. A top-down action-adventure game checked all those boxes, and we’ve actually been thinking about adding one to our stable of franchises for years now! Shovel Knight feels like our “Mario”, but we kept wondering what our “Zelda” might look like.
Artistically, the GBC aesthetic interested us because it’s not one we see often, and as dedicated handheld game consoles like the 3DS and Vita fade into memory, we found ourselves drawn toward a project that could celebrate the heyday of portable gaming. I think the strict limitations and small screen size were also appealing as a means of keeping our ambitions in check as we tackle developing a more expansive genre of game. When there’s only 8 tiles of space on a screen, you’ve gotta design very deliberately to make ‘em all count.
As for Mina’s design, we wanted something that would give our character lineup some good variety. We already got a blue guy, so how ‘bout a red girl? Maybe she could be an animal? Maybe she shouldn’t wear a big suit of armor?
Weirdly enough, at no point did we consciously realize that we were making another game about “digging”. I guess that’s just where our brains go!
From there we started thinking of all the things we’d want to see from our take on the genre. More deliberate, tense combat would be interesting for us to tackle. And interesting character mobility was a must - we knew the moment-to-moment action of the game would need more to it than just having your character walk around. We thought it’d be good if that action ended up being useful for other types of gameplay too, like evading enemies or jumping across gaps. That line of thinking eventually led to the burrow mechanic, a single mechanic which has utility for traversal, combat, and platforming, with plenty of room for nuance and mastery! I’d say at that point, the game’s core mechanics and creative identity had solidified, and Mina the Hollower was born.
Weirdly enough, at no point did we consciously realize that we were making another game about “digging”. I guess that’s just where our brains go! I wonder if the next franchise will be dirt-themed too.
After a sustained period working on the Shovel Knight IP, how has the shift to something entirely new been for the development team?
We’ve been in the Shovel Knight headspace for a long time now, so it’s definitely been a breath of fresh air to be able to tackle something totally new! We’ve had a lot of fun thinking through all the ways the world of Mina should set itself apart from that of Shovel Knight, defining the tone and the rules and the boundaries of her world. Maybe things could be a little darker? Maybe things are less about magic here and more about science? What kinds of conflicts and stories can we play within the world of Victorian gothic fiction? It’s also been fun to explore a new environmental aesthetic, new character design languages, and everything else that comes with starting a whole universe from scratch.
Having said that, I gotta say, it was such a cool opportunity to be able to craft an entire saga of games with Shovel Knight: Treasure Trove, one with tons of interconnected stories and characters. By the end, it had become something way bigger than any of us had ever imagined… this epic collection of games that we were able to pour our hearts into for years and years. I never thought I’d get to contribute to something of that scale, it’s incredible.
Were any particular retro games or franchises in mind as you began work on the game, and in what ways have they been an influence?
The most basic form of the idea, before any work had started, went something like “what would a top-down Castlevania game for Game Boy look like, in the style of a Zelda”, so right from the get-go, there’s a ton of Link’s Awakening and classic Castlevania in its DNA.
The feeling of adventure you get from old Zelda’s is so strong - diving into one means internalizing the layout of an intricately designed world, getting to know this big cast of weird characters, collecting these creative items that make you look at the world of the game a little differently. We love all that stuff. And we also love the platforming/combat dynamic of old Castlevania games. The strict limitations on all of your abilities creates so much tension, that even just a couple of enemies and a staircase can create some really exhilarating encounters when layered together.
But we play all sorts of games at the Yacht Club, and it’s hard not to get inspired by good game design, whether it’s retro or modern. And we started to realize that when you take the more deliberate combat of games like Castlevania I-III into a top-down perspective with open-ended exploration and secrets… you get something that almost feels like a 2D version of a Souls game. We’ve been taking inspiration from both the world and action of Bloodborne especially, when it comes to stuff like crafting memorable environmental details, or visually telegraphing the attack patterns of our bigger, more beastly enemies.
Much like any Yacht Club game, I hope the end product will end up feeling equal parts bold, fresh, warm, familiar, and delicious.
We also made sure to play a ton of handheld games in general for our research. Beyond the obvious influences you might recognize a bit of Final Fantasy Adventure, some Dark Arms: Beast Buster, or maybe a little Mole Mania!
Making a game feels like cooking a soup. We throw a bunch of our favorite ingredients in there, and after simmering for a while it starts to take on its own unique flavor. Those references are a good way to describe the initial broad strokes of the game, but once the Yacht Club Spice starts getting thrown in, it inevitably morphs into a recipe all its own. What we’ve shown should give a sense of the taste thus far, but it’s always evolving as we tweak and iterate on each part of the game. Much like any Yacht Club game, I hope the end product will end up feeling equal parts bold, fresh, warm, familiar, and delicious.
Though retro in look, there are some modern ideas and approaches here such as the Spirit Orbs; can you talk about them in particular, and their role in the gameplay loop?
Mina can carry something called a Spark of Life. Upon death, that Spark will get absorbed by whatever killed her. There’s no penalty for dying so long as you have remaining Sparks to revive you, and by making your way back to the enemy that felled you, you can defeat them and reclaim your lost Spark. But if you die with no remaining Sparks, you’ll lose some of your resources.
Like Shovel Knight’s gold bag recovery system, it raises the stakes and encourages more careful play when retrying a section, but the specific quirks of the Spark System make it fertile ground for all sorts of fun, clever, new ideas. Since Sparks are stored in slots on the health bar, an enemy can’t take more Sparks than they’ve got slots for. An enemy with one spark slot can’t take more than one Spark from you, so as long as you’ve got an extra Spark, you can safely rematch them and practice that encounter as many times as you need. If you’ve got enough Sparks, it lets you pick your battles - after all, you only need one to survive! But a single boss with multiple Spark slots could potentially eat up all your Sparks after a few rematches. Perhaps you could even utilize a Spark outside of combat? Maybe you could even willingly give your Spark away to revive an ailing NPC? Who knows what other shocking surprises the Spark System has in store!
Combat seems varied too with the standard whip, sidearms and strategies when jumping and burrowing; has balancing the mechanics and difficulty been a particular challenge, and is it important that the player has flexibility and creativity in how they tackle enemies and screens?
Balance has definitely been tricky, and testing has been even trickier! Once you start stacking trinkets, sidearm preferences, and player leveling, it gets harder for us to predict the loadout or playstyle of any given player in an area, but I think that’s also the fun of it. Having so many player actions that can interact with one another creates so much opportunity for creativity in how players can choose to tackle the game.
I think this approach also helps us mitigate some issues with game difficulty. If you’re having problems with platforming, you can try equipping a trinket that lets you walk over pits temporarily. If you’re having issues with combat, try out some different weapons or sidearms or loadouts and find one that works for you. I think players looking for the intense, focused challenge of a Shovel Knight stage will totally still be able to find it in Mina, but the added player freedom means it’ll likely end up as a more well-rounded game that more people can get through and enjoy, as well as a more replayable game for skilled players in search of extra challenge.
It seems like a game with a broad potential scope for storytelling, too, with NPCs and the wider world to explore; is the story going to be a major part of the experience, and if so in what way?
I think it’d be difficult to imagine the charm of a Yacht Club game without the intensity and intricacy of one of Jake’s soundtracks.
Most of our storytelling goals remain the same as they were for Shovel Knight’s development. We want to tell stories that tug at your heartstrings, and we maintain a penchant for conveying those stories through gameplay, specifically. But the new structure and perspective of Mina gives us a lot of new tools for getting story across, tools that we’re excited to play with. Being able to walk up to and inspect stuff like signposts, tombstones, or bookshelves lets us play a bit more with environmental storytelling. And the more open structure means there’s more opportunities to meet NPC’s or resolve quest lines while out adventuring, whereas that type of stuff would usually be more restrained to a handful of specific areas in a Shovel Knight game.
Jake Kaufman returns to work on the soundtrack, how important is his work in setting the tone and atmosphere of the game?
It’s so important, I think it’d be difficult to imagine the charm of a Yacht Club game without the intensity and intricacy of one of Jake’s soundtracks.
When game developers work on a game, we usually play with sound and music off, since it’ll drive you mad listening to the same stuff on loop for hours a day. Wrapping up a piece of content and finally adding in the music and sound effects always brings so much life to each area, it amazes me every time. It’s really comforting as a designer to know that I can rely on Jake’s contribution to always add that extra bit of magic that’ll really make any given scene or the moment shine.
Not many know this, but Jake’s collaboration is also instrumental to much of our games’ writing. Many characters’ personalities and so many of our favorite lines are penned by none other than our resident “virt”-uoso!
The Kickstarter campaign has already flown past its goal, and you've emphasized that the campaign is more for community engagement than a necessity for funding the game. With that in mind, will you be carefully managing stretch goals and expectations, after the success of the Shovel Knight campaign and the many expansions that were funded through stretch goals?
I’ll admit we went a little overboard with Shovel Knight’s stretch goals… We worked on it for so long that the $10 game that backers pledged toward ended up turning into a $40 game by the time we were done with it! We spent millions and millions of our own dollars developing those stretch goals as we watched our ambitions rapidly outpace our better judgment, but the results speak for themselves. I’m incredibly proud of everything little thing that went into Treasure Trove, and I think we’d do it again in a heartbeat. Though to be honest… it was always a bummer knowing in the back of our minds that few would play each additional free game. We struggled a lot with conveying the value of all of those additions to Treasure Trove. Being an “update” to a game, as opposed to paid DLC, means that entire games of ours were getting sorted into the same categories as patch notes and bug fixes. An “update” can’t be highlighted on a storefront because there’s no product page to point to. It’s harder for media to review a free update as opposed to a traditional product with a price tag. People expected there to be a catch, because there usually is one, and despite our best efforts we couldn’t overcome that perception. Even to this day, I think a lot of our fans don’t understand how amazing and unique all those campaigns are, or that they even exist.
This time we’re trying to make sure that any extra content we want to explore can be considered and planned during the main development phase of the game. The goal is that by having all that content there on day one, we can avoid fighting the uphill battle of trying to recirculate the game when additions are made. Rather than letting ourselves sign up for loads of post-launch development, we’re making sure all additional money pledged will go toward making the main game even better!
Do you have a final message for our readers?
Congratulations for making it all the way to the bottom of the interview!
If Mina sounds like something you might enjoy, please check out our Kickstarter campaign at MinaTheHollower.com! We think this game will be very special, and we would love to have you join us on the development journey. And a huge thank you to everybody who has shared their thoughts on the game, drawn fan art, or backed the Kickstarter already - we are constantly amazed and humbled by your generous support!
Now off I go… burrowing my head back into work on Mina the Hollower!
We'd like to thank Alec Faulkner for his time!
Comments (55)
Given that Nintendo has given up on 2D Zeldas, I'm so happy other high-tier developers are continuing this legacy
What an easy way to come up with game 'ideas'. I wonder what their Colin Mcrae might be. (I'm being silly of course. Great interview!)
Wayforward already did a remake for Nintendo. Maybe Yacht Club Games can, too.
Always thought of shovel knight as more of a megaman than mario.
Let's hope they find their Doshin. The main reason why I didn't buy it a third time, was because the Switch physical version did not come with a manual like the others I have on 3ds and Wii U. And since those were updated to the complete game, it felt like a downgrade to those BEAUTIFUL physical releases, somehow.
Shovel Knight is a genuine masterpiece. Top tier gaming.
I still haven’t played Shovel Knight…
Just give us the demo already!
Ehh I spent my countless years seeing the GBA color scheme, I'd prefer something prettier to look at these days.
Playing great games from really talented creators like Yacht Club that take insipiration from Nintendo 's greats, make me reappreciate and fully understand just how influential they are to the industry and culture in general.
Looking forward to playing things one. Random but, I'd still love a Shield Knight spinoff...
Man, that comment on the Shovel Knight DLC hits hard. I've been playing through King of Cards again on my Vita and noticed that only 3.5% of players actually beat it on PS consoles. Of all the DLCs, Specter of Torment had the highest percentage at a measly 10.3%.
Think about that for a minute, at best only one in ten people who got Shovel Knight bothered to see through any of these DLC campaigns, despite each one bringing a ton of new gameplay mechanics, story beats, level designs, and more. I'll forever respect the sheer time, money, and effort that went into that project, but it feels bad to know that most of it was simply ignored by almost all of the community.
I don't care for their games. I don't really want to relive classic Zelda style adventure or Metroidvania games either, so far only links awakening and orri have pulled me in. There are so many games why do I need game clones?
I know having some inspiration from classics is good, but I don't want to constantly think of link's awakening while playing this game. It feels awkward to see sprites that are just copy and paste from zelda.
@SwitchVogel Upon reading that bit, I thought, "surely it can't be that high of a number," but the statistics you just brought in really put things in perspective. I love all the campaigns, with King of Cards and Specter of Torment as my favorites (if my pfp didn't reveal that!), but it's crazy to think that so much effort was put into these games, only for it to not be fully experienced by more casual fans.
Shovel Knight does not "feel" anything like the original Mario games amazing movement. It feels like you're trying to jump out of three feet of mud.
@darkswabber As much as I agree with this statement, I don't think they meant it in a one-to-one gameplay sense. More like, "Our company's image is recognized because of Shovel Knight, like how Mario is synonymous with Nintendo. How do we branch out?"
@RBRTMNZ we must have played different games then!
Treasure Trove is currently £20 on amazon UK, think I will dabble in a bit of that.
@somebread I'm definitely being unfair. A lot of people liked it so I guess it must be good even if it felt awful to me but I stand by saying that it feels nothing like a Mario game. I think of Meatboy and Ori as modern games that feel like Mario. SK is stiffer and much more like Megaman.
I'm playing Treasure Trove for the first time ever and having an absolute blast. Will definitely be looking forward to this one a little closer to release
@RBRTMNZ
Like UsurperKing said, they mean it more like how Mario is how Nintendo is recognized, shovel knight is how they are recognized. Not meaning they are the same style of game.
I loved shovel knight and plan to get this one if it is at a good price. But I hope they branch out of pixel art soon.
Shovel Knight and Cyber Shadow are two of the top twenty games of the 8th console generation, so I'm definitely looking forward to Shovel Knight Dig and Mina the Hollower, both of which look like masterpieces!
@SwitchVogel it’s simply a game made for a different generation.
This looks amazing. Glad I backed early
This is going to be great when it releases. If it really is Yatch Club's 'Zelda' it's going to make waves.
@Kainbrightside agreed. I definitely feel like we could see a once-a-gen 2D zelda series with the art style of the LA remake (or at least starting from that art style). I'm hoping they release an original 2D Zelda in the next two or three years before the switch is replaced.
This looks amazing. I hope it meets its goals on kickstarter.
Yacht Club may have gone "overboard" on the additional campaigns, but the fact that they followed through on their promises has given them an excellent reputation which seems to be serving them well at the moment. I remember reading back when Plague of Shadows came out that they were seeing the problem of players not knowing about it or just not caring because it was DLC and not a separate game. In my case, however, it was Plague of Shadows being in the news that reminded me to buy Shovel Knight as I missed the Kickstarter and was waiting for a Linux version. When that first DLC came out is when I bought it, which still qualified me for all campaigns at a low price. And it was two excellent games to play through. Plague Knight's campaign ended up being my favorite of the four, but they were all quite good.
Considering the quality of Shovel Knight, I bet a Yacht Club Games metroidvania would be great.
When I first saw the title 'Mina the Hollower', my very first thought was 'It's about a mouse', and then I watched the trailer and.... I've no idea why I thought that or even more weirdly, how I guessed correctly.
I absolutely loved Shovel Knight. It was one of the first games I played on Wii U and is one of the very few games I started over again right after the credits rolled. As much as I loved it though, it did kind of annoy me that they stuck with it for so long. I've been ready for something new from Yacht Club Games for several years now. December 2023 is still a long way off but it's good to know something new is being worked on and will almost certainly be worth the wait.
@sdelfin
I think the problem with plague of shadows is that you can’t buy it separately. Imagine if you bought all the other games separately and then realized you had to buy treasure trove to get it.
@chipia Well, Nintendo hasn't really given up on 2D Zeldas. It's just that they haven't shown any progress on working on one after Link's Awakening. There's a chance they'll eventually make another, but it's probably later down the line.
I'm sure it will play well, but I'm not into the GBC aesthetic. Retro graphics have been kinda overdone at this point. I'll still likely get it for the gameplay, though.
Interested for sure, but $100 for the physical is a really big ask.
Perhaps Yacht Club should leave Kickstarter to new devs that actually need a kick start. Surely Yacht Club can afford to fund the launch of a game?
@darkswabber I never understood that way of thinking. It's nothing like Mega Man, with a linear path and the digging and bouncing. Always like an unusual mix between Duck Tales and Digdug.
Anyway Mina looks like a very fun adventure game.
@Tempestryke It's similar to Mega Man in the way that that there are a few big levels with a boss at the end of each of them, but gameplay wise not a whole lot
@Tempestryke How are they nothing alike? Megaman stages are linear with a few secret sections and Shovel Knight also has the same kind of hidden areas. Both allow to select stages (although Megaman offers more freedom in this) and present a boss at the end of the stage. Of course it's similar to Duck Tales too, but that doesn't change that it's pretty similar to Megaman games in terms of structure.
Looking forward to this
Can confirm I am one of the apparent minority who has completed each of the DLC - not the extra bonus challenges though they are mostly impossible!
They perfected and innovated the previous inspiration they had. Can't wait what they'll do to this Zelda like game!!
@SwitchVogel man reading this really hits hard as king of cards was always the campaign I was looking forward to the most. I still haven't played it however being my backlog is large and I am now at a stage in my life where gaming becomes one of those things I can do a little at a time but it's definitely something I am going to get to at some point!
@Skitrules Highly recommend it, I really enjoyed how much it was clearly inspired by Super Mario World. Also, Joustus added a lot to the game, I'm impressed at how much effort they put into it.
@SwitchVogel
While that is a sad statistic, it likely isn't anywhere close to 100% of players that finished the original quest to begin with, and as such they didn't feel compelled to play the DLC either. I know for sure I'm one of those people, although my stats figure on Wii U.
I very much enjoy the music and humor of Shovel Knight, but toward the middle of the second half the game design itself had worn me down. Too little shoveling, too many grievances over losing cash.
This made me think twice about backing Mina, although ultimately I did buy in. Link's Awakening being my favorite game probably played a role there. :v
@Pod Good point, but that just further proves the point that they made these for an audience that didn't care. Everyone who bought Shovel Knight on PS was factored into those stats. It's not like anybody's obligated to see through a game to its end, but if I were a dev I'd be pretty bummed to know that despite all that effort I put into what is effectively a new game, only a small percentage of my players could be bothered to put in the minimum five to eight hours needed to reach the end.
@SwitchVogel
I totally know what you mean.
I think Yacht Club might have suspected it coul dhappen, that rather few would play th ealternative stories, they still did it to hone their skills as designers, and to pay back what they promised in the kickstarter campaign, after enjoying the immense success they faced upon releasing Shovel Knight.
Subsequently, they are now VERY good at what they do, and they have nothing but trust and support from their original backers from nine years ago. They're in a strong position to start new things.
But yeah. It's sad to know that so few players see your work. Unfortunately, I've heard worse stats still. Some games on Steam give out a "completed the game" trophy to everyone that do so, but under five percent of players have it.
If you worked hard on your final sections and final boss, that one has to hurt. ^_^;;
After playing shovel knight dig and replaying the original shovel knight, I hope yachtclub will remake shovel knight with shovel knigh dig engine, upgrade it to 16 bit 😃
I’ve never played Shovel Knight, but I’d love to have this. I’d like to see what their Metroid looks like.
@P-Man oh man, get on that. Legit classic. I'm actually jealous you get to play it for the first time.
I see this doesn't drop the frame rate constantly
Looking forward to playing it
This is one I'll pick up immediately when it's available (mainly because I didn't want to back the game on Kickstarter), but I hope after they're done with this game, maybe we'll get their "Metroid" after that; I'm excited to see what these can guys do with a Search-Action game!
Link Between Worlds, Tri Force Heroes, and Link's Awakening (2019): Exist
@chipia : Nintendo has given up on 2D Zeldas!
@KayFiOS Link between worlds and Triforce Heroes are 7 and 9 years old respectively! Those are old games. And Links Awakening is just a remake of an even more ancient game.
Truth is that Nintendo has not made a genuinely new 2D zelda in a long Time.
@chipia First off, if you're going to say respectively, you need to list the games and their ages respectively, so LBW and TFH are 9 and 7 respectively.
Second, remake or not, LA '19 was built from the ground up, so they have an engine that they are still willing to use, even if it is 15 years old since it was first used in Phantom Hourglass. And since right now, the current game they're hyping up is tears of the kingdom, they aren't going to announce another game that might distract sales from that one so close to its release.
Third, goddammit, you got me realizing how long ago these games came out, and you're making me feel old, curse you!
EDIT: Fourth, how long has it been since the last 3D Metroid game? And it had been even longer between Fusion and Dread. They don't just give up on gameplay styles, even in the case of F-ZERO, where they repurposed it as a Mario Kart... Even if it feels like a square block going into a circle hole... Well, more like a circle block in a square hole. It fits well enough, but it doesn't completely fill the void.
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