Fear For Sale: Nightmare Cinema from Elefun Games is the latest game in the series and we believe, the best in the series (so far). Below is our interview with the talented team at Elefun Games where they talk about their latest game in more depth.
What is the your inspiration to create Fear for Sale: Nightmare Cinema?
Game series “Fear for Sale” means a lot for our company, since it is the most successful and recognizable series of games from EleFun Games. That's why “Fear For Sale: The Nightmare Cinema”, the third game in this series, was a good challenge for us. Our biggest ambition was to do as good as with the previous two, and even better.Why cinema? Well, there haven’t been many games connected with cinemas yet, and we decided it would be a good setting.
As to the whole process of game development, the main difficulty was to complete the game in time, despite the shortened production period. Hurrying to release the game, we had nothing but do our best to make it correspond to the expectations of players, of our producers, and ours.
Studying the players’ comments and playtests helped us find out what it is in the game that is really important for the players. It was a great experience and a lot of fun, too, and, in our opinion, we succeeded.
What is different about Fear for Sale: Nightmare Cinema?
“Fear for Sale” is a mystical story, and quite sinister in fact. As we know, casual players usually don’t like any horrors in games. Nevertheless, we are glad to see our game meet success among the users. What is special about “Fear for Sale: Nightmare Cinema”? First of all, it is two different settings in one game: the cinema is just a part of it, used to transfer the player into an absolutely different, surrealistic world full of exciting features. We also modified the style of graphics, and refused 3D characters for 2D animations. And, of course, players are really delighted by some new game features like collectibles, jigsaw puzzle, etc.
How long it took you to develop the game?
It took us six months to develop all the necessary documentation, including concept art, and another six month for the production itself.
You have included a lot of collectibles in the game, do you think collectibles is an important part of the game?
We studied players’ comment to other HOPA games and noticed that collecting different items, morphing objects and assembling collections was always a great fun for them. We ourselves like this feature and believe it fits a casual adventure game not less than, for instance, any F2P project. Creating collectibles is every time somewhat new, there is a vast variety of options.
What do you think is the most important aspect of a casual adventure game?
What we think the players love about casual adventure games is their special immersive atmosphere that puts them right into the game world, which is a lot like real one. To achieve this, the game scenes must be very interactive; graphics and sound effects are very important as well. All of it makes the story very personal, we suppose.
Are there any upcoming projects or sequels currently under development that you would like to share with us and the readers?
This summer, we are planning to release sequels “Witches' Legacy: Lair of the Witch Queen” and “Mayan Prophecy: Sacred Island”. And, of course, “Fear for Sale” series will be continued later.