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Freya Green

Interrogating Villains #2: Delving into the Farmlands

Greetings Villains!


It's 2024 which means the doomsday clock ticks ever closer to the release of our game Harvest Hunt!


For this instalment of Interrogating Villains, we decided to ask our devs about their experience playing the game, giving you further insight into design decisions and the inner workings here at our company of ne'er do wells!


As always, you can read all the details below, or on our Store Page over on Steam.


If you want to be involved in our nefarious schemes, be sure to subscribe to our newsletter so you can hear all the latest updates.


 


🎩Tell us about your favourite tool!


Uriel icon Interrogating Villains logo
Hands down the only correct answer is the Blood Flask. You get it early on and it’s a great encapsulation of our risk/reward philosophy. You need to be fairly close to the monster for enough time to charge it so you can use it, but if used right it’s a great one to use as a Devourer radar! Especially if you’ve got a Monster Vane or two lying around, it’s my go-to strategic move!

Uriel Cordas - Art Lead



Valentina icon Interrogating Villains logo
Really like the Proxy Poppet, a mid-game Tool which is super risky to use as it will damage both the player and the monster at the same time. It also looks amazing and it's one unique looking item that you wouldn't normally think of as a "weapon". I tend to use it when I want to stay clear from the monster and get a "win" quickly but also when I know I'm safe to do so! Dangerous to use otherwise.

Valentina Chrysostomou - Game Director



Miguel icon Interrogating Villains logo
The Scarecrow is definitely an essential item for me. Clearing out all of the map's fiends, even if for a short period of time, has saved me countless runs. Nothing feels more reassuring than, right in the peak of a tense situation, finding a Scarecrow and knowing that for the next few minutes you no longer have to worry about being watched and heard at every possible corner. Furthermore, from a design perspective, I really like how the Scarecrow manages to be such a useful tool without ever directly affecting the Devourer, focusing instead on easing the map traversal.

Miguel Pereira - Associate Programmer



🎩 In your opinion, which Whisper card is most challenging?


Uriel icon Interrogating Villains logo
I dread the Famine. Despite all my best efforts I’m not exactly the most careful player, and get hit A LOT. Not having the option of grabbing a ration makes Famine-cursed nights a white-knuckle situation for me.

Uriel Cordas - Art Lead



Valentina icon Interrogating Villains logo
While sounding simple, I think the Whisper that allows the monster to do more damage is really scary! The monster is already so powerful and with that Whisper it becomes a really tense game where the player needs to be extra careful. It's something you will brush off and might even forget about it applying which is what makes it so dangerous.

Valentina Chrysostomou - Game Director



Miguel icon Interrogating Villains logo
The Poisoned Corn is by far the whisper I struggle to play with the most (seconded by the Famine). Punishing the player for resorting to the only semi-safe zones they otherwise have in a map riddled with hazards feels diabolical. Every time I get this whisper, I find myself thrown in a loop to adjust my overly cornfield-dependent playstyle.

Miguel Pereira - Associate Programmer



🎩 What's your favourite location on the map?



Uriel icon Interrogating Villains logo
I’m quite fond of the Windmill. That tunnel is ever so inviting and I find myself popping in the area more often than not. To do with the colour and the general vibe of the place as a space carved out by self expression, even if it comes from a fairly dark place, I get a strong sense of melancholy there.

Uriel Cordas - Art Lead



Valentina icon Interrogating Villains logo
I absolutely love the maze-like pathways found around the more watery parts of the game. Not a specific location by itself but every time I'm crouching, slowly moving through the bloody water, my lantern flicking, corn towering on each side of me - it just gives me chills.

Valentina Chrysostomou - Game Director



Miguel icon Interrogating Villains logo
I really like the look and feel of the Tree Landmark. The imagery of a daunting elder tree, surrounded by bloody water bodies and flimsy wooden plank walkways, is such a strong and fitting one in the context of Harvest Hunt. Also, the fact loud-to-step-on walkways stretch through most of its area, mixed with there being very little tall coverage to sneak behind, make this the landmark in which I, as a player, feel the most unsafe and exposed.

Miguel Pereira - Associate Programmer



 

Let us know if you have any questions you'd like to see featured via our social channels and be sure to read the next edition of Interrogating Villains!



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