Our Interview With Ibb and Obb
From the moment i found this game i knew it was something special, from the game-play mechanics to the background art and the music. Ibb and Obb is an indie platformer that relies heavily on cooperative gameplay. The platforms are split in two halves, forcing players to work together to solve the gravity-based puzzles by weaving through a series of portals. Everything from killing monsters, capturing hidden treasures and reaching high ledges can only be completed by using both Ibb and Obb.
Ibb and Obb is currently available for pre-order on the PS store and is to be released on August 6th in North America and August 7th in Europe. Follow them on Twitter @ibbandobb and like them on Facebook. You can also visit them at the official website. We were lucky enough to get an interview with Richard Boeser, founder of Ibb and Obb. Without further adieu.
Q: How long has this been in production?
About 2.5 years.
Q: Why did you choose green and red?
I looked for two bright complementary colors. Some other colors are difficult to work with. For example yellow is very light and looks very different on backgrounds. Green and red (or maybe magenta) seemed to work best.
Q: The game looks very unique. What inspired ibb and obb?
The game started out as a solo project. I needed a look that I could manage on my own. I chose a modular way of decorating the levels, building compositions with a limited set of objects, but changing their scale and colors. In general I like to work with vector based graphics, that clearly influenced the visual style.
Q: Are the puzzles linear or are there multiple ways to solve them?
Most parts of the game can be done in different ways, but some puzzles have only one way of solving them. Although I’ve been surprised by players during tests, when they managed to find new and for me unexpected solutions.
Q: There are so many indie platformers. Besides the co-op style gameplay, what sets this apart from the rest?
I think ibb & obb is more focused on puzzles than most platformers out there. The puzzles become quite hard in the later levels of the game. The game was really designed around the cooperative experience, but next to that the accessibility is really important. Everyone should be able to pick up this game.
Q: How long is the campaign going to be?
On average it should take you about 6 hours to go through all the main levels. The secret levels are very hard so they can take a lot of time, but that depends mostly on the puzzle solving abilities of the players.
Q: Down the road, is this is going to available on Xbox 360 and next generation consoles?
At this moment I really don’t know the answer to that. When the PlayStation3 launch is done we’re focusing on getting the pc build released. What happens after that also depends on how well the game does.
Q: Is it difficult having to create 2 platforms (gravity and zero gravity) per level, rather than the traditional one?
I haven’t made another game before this one, so I can’t tell from experience. It all depends a bit on what the focus of the game is. It must be quite difficult to design levels that require really precise timing and platforming skills, ibb & obb is not like that. I found it most difficult to design complex and hard puzzles that look very simple and elegant.
Q: Did ibb and obb start as a serious project or just for fun?
Q: How was E3 2013 for you guys?
ibb & obb was showcased there, but we weren’t there ourselves. For us it’s too expensive and time consuming to be at all events. The game got some nice attention, but it’s nicer if you can watch people play the game.
Written by Sarosh Zuberi