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INTERVIEW – Goddess Order Dev Team discusses inspiration, gameplay balance, music collaboration, and more

Delving into the details!

Story Highlights
  • Pixel Tribe spokespersons Jinsung Choi (Producer), Terron Jung (Content Director), Jeonghwan Lee (System Director), and Dongsun Lee (Art Director) took part in this interview.
  • We discussed challenges, the origins of Goddess Order, what sets it apart in the RPG market, and more.

Kakao Games has announced that its new tag-team pixel action RPG, Goddess Order, will launch globally this September on Android and iOS. Developed by Pixel Tribe, the game offers fast-paced battles, unique knights, mini-games, competitive dungeons, and more. We at GamingonPhone had the opportunity to interview the Pixel Tribe team. During our discussion, the team shared the game’s inspiration, tag-team concept, visual style, and various other topics.

Please note that this interview has been edited for clarity.

The origins of the Goddess Order and its pixel art roots

We began the interview by discussing the origins of the game. While talking, Mr. Terron Jung, the Content Director, shared that the idea began with the studio’s expertise in pixel art, honed since Crusaders Quest.

Knights in Goddess Order
Knights in Goddess Order (Image via Pixel Tribe)

We wanted to take the cute characters from ‘Crusaders Quest,’ extend their proportions, and express them in a way that was both adorable and cool,” he explained. This naturally led to the Goddess Order.

He added that the team then considered what roles to provide to these characters in early development. After that, he revealed that’s how they “ultimately decided to have them deliver exciting combat action along with rich drama,” both in terms of the game’s story and performance.

What sets Goddess Order apart in the RPG market

Talking about what sets the game apart, the Producer, Mr. Jinsung Choi, believes that its standout feature is the “tactile feel of action,” that players get through direct control paired with “the beautifully crafted characters shaped in 2D pixel art,” and also the”vivid world where those characters come to life.

Goddess Order Pixelated Characters
Goddess Order Pixelated Characters (Image via Pixel Tribe)

According to him, all of these elements “blend to create an engaging story.” He also highlighted the combat system as a key differentiator, which allows “players to enjoy deep, satisfying battles and action even in a mobile environment,” he shared.

How the past Crusaders Quest experience shaped the game

Next, I found out that the core team behind Crusaders Quest worked on this, so I asked the team. Responding to this, Mr. Jung revealed that the team included ideas they wanted to implement in Crusaders Quest but couldn’t at that time, like “Ah… it would be great if we could do this.

Crusaders Quest
Crusaders Quest (Image via Pixel Tribe)

Moreover, it was nice to know that the team’s “long service experience, meeting and communicating with players,” proved valuable. Mr. Jung also believes that it will continue to guide them as they move forward.

Designing the tag team combat system

Goddess Order Combat
Goddess Order Combat (Image via Pixel Tribe)

Next, Jeonghwan Lee, the System Director, shared that the game is built around rotating between three knights. Moreover, a unique feature called the Link System was designed to “capture the experience of fighting alongside other knights.” This ensures their role and synergy are fully realized in combat.

Depth in team building and upgrades in Goddess Order

Mr. Lee then explained that growth is based on the knight you control directly and the relics they equip. He shared that the team designed the system, “so players can create specialized builds by outfitting each knight with armor and accessories suited to them.

Goddess Order Team Composition
Goddess Order Team Composition (Image via Pixel Tribe)

According to him, “a team of three knights can achieve greater combat efficiency” when their skill synergies and combat roles are considered. Plus, Link Effects, which are special bonuses triggered by certain knight combinations, “encourage players to think more strategically about their compositions“, he added.

Crafting a charming and unique visual style

We then moved on to discuss the game’s visual style. This time around, Dongsun Lee, the Art Director, described the chosen style as “charming, emotional, yet unique,” one that perfectly “conveys the game’s identity.

Goddess Order Visual Style
Goddess Order Visual Style (Image via Pixel Tribe)

Mr. Jung also noted how they wanted to “increase the character proportions compared to ‘Crusaders Quest’“, which allowed them to capture “more detailed expressions of action and emotion.” They pursued a visual direction that maximized the potential for “mobile-based action and storytelling.

As time went by, the game got its current look thanks to the team refining and optimizing that vision. Mr. Jung described the process as “an exciting and enjoyable journey.”

How the team balanced gameplay for casual and hardcore players

Continuing with the interview, Mr. Jeonghwan Lee explained that, since the game is on mobile, they focused on “skill use and character switching at the right timing, the core elements,” and avoided overly complex controls. This allows continuous basic attacks and generous parry timing for accessibility.

More weight is placed on the synergy created by each knight’s setup and role combination,” he said. Moreover, for the hardcore players, the Hero Monument offers a platform to “showcase their mastery of these elements.” He said this endgame feature is designed to test skills against others.

The role of music and collaboration with Jo Yuri

I was also curious to know how important music was to them and the game, considering they even collaborated with Jo Yuri. To this, Mr. Jung revealed that music plays a significant role since “this is a story-driven game.”

Goddess Order Jo Yuri Soundtrack
Goddess Order Jo Yuri Soundtrack (Image via Pixel Tribe)

The team worked with Jo Yuri to create tracks that “capture the game’s epic storyline, the characters’ tales,” and even the thrilling battles and satisfying action. “So we hope players look forward to them,” he added.

The team is keeping monetization fair for all players

According to Mr. Jeonghwan, most of the content is fully enjoyable for F2P players, further adding, “except for achieving top rankings in competitive modes.” He then explained about Memory Echoes, which allows you to “fully unlock their knights.” Aside from this feature, you’ll be able to collect premium currency from live events over time, which then lets you “purchase exclusive relics for their knights.” This approach is meant to keep the core experience fair for all players.

Overcoming major development challenges

While talking about developmental challenges, Mr. Jung recalled an early story draft where “characters like Venitor, Gridor, Aragon, and Irator had all died.” After their demise, Aaron would have embarked on the path of Nigredo and ultimately Albedo.

Variety of SSR and SR Knights in Goddess Order
Variety of SSR and SR Knights in Goddess Order (Image via Pixel Tribe)

Though these characters no longer appear, this initial setup somehow still echoes our own story,” he reflected. Looking back at the prototype, Mr. Jung said it was “almost hard to believe it was ever like that—it has changed so much.

Development brought many hardships, but also “love, wisdom, and courage… and at times, with strokes of fortune that were hard to explain,” he noted. These experiences are woven through the entire game, and he added, “I realize this might sound overly metaphysical, but it truly is the case.

The team’s post-launch content and update plans

Mr. Choi shared that a variety of content and events are already planned. And as for updates, it will be released on a “stable schedule so players won’t have to wait long.” Moreover, the team already has an ongoing update planned, and their goal with it is to “ensure that everyone can continue enjoying ‘Goddess Order’ every single day,” as Mr. Choi mentioned.

A message to the global community before launch

Coming to the end of our discussion, Mr. Jung said the team set out to create a “fun and moving game—one that would stay in players’ hearts for a long time.” For them, launch is not the end but the beginning of development.

He further expressed their desire to build a “complete game together with our players through constant communication.” The goal is to create fond memories and great experiences for us players, “while also receiving encouragement, energy, and cherished memories ourselves,” he noted.

Finally, he thanked the global community for its patience, further stating, “It’s thanks to your patience that we’ve been able to bring this game to launch, and for that, we are truly grateful.

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