

We don’t know if there is a hard and fast rule for this. When making a 2nd game, how do you balance familiar content with brand new content? Is there a percentage you strive for such as 70% familiar/30% new? Try to innovate and add too much, and you risk losing what made the original great in the first place. I think the greatest challenge is making something that feels fresh, but still familiar to those who loved the first game. Simply put, a lot of the infrastructure is already there, and the formula for fun gameplay is also there. How does the process of making a sequel differ from that of making an original game? What are some of the positives/negatives? Making a sequel enabled us to fulfill a lot of those dreams we had for it. For us, we had a lot of things we wanted to do in Cat Quest that we could not manage to. I think it boils down to how much you still have to say on the subject. How does a developer know when it’s best to work on a sequel versus creating a whole new game? If it succeeded, we knew we would make more. However, when we designed Cat Quest, we had always meant it to be a huge universe that we could keep pulling from. We were out of money, and if Cat Quest failed, we would have had to call it a day.

In fact, we were thinking we would have to close our company after Cat Quest. So here it is! We’re making good on our promise!ĭid you know when you were making the 1st game that you wanted to make a sequel or was that decided afterward? We had overwhelming feedback for a sequel, mainly because of an easter egg we left in the first game saying that if Cat Quest got popular enough, dogs would appear.

Why did you decide to make a Cat Quest sequel? What factors went into that decision? Why do you think that Cat Quest has resonated so well with those who play it?Įveryone loves cats! But that aside, I think it’s because it’s a game that we made with a lot of love and passion, and so this has come through in the game, and people can feel it as they play. Since its release, it’s won multiple awards and received many accolades from audiences and critics alike. You released the 2D, open world RPG Cat Quest in 2017. Currently based in Singapore, we’re best known for Cat Quest. We’re a three man studio made up of ex Koei-Tecmo developers. Tell us about your company, The Gentlebros. So, what’s next for the company? Why did the developers decide to make a second game? Will more Cat Quest plushies be available to fans in the future?įind out the answers to this and much more below. Although The Gentlebros are hard at work getting ready for the release of Cat Quest II, co-owner/developer Desmond Wong was kind enough to take time out of his busy schedule to answer a few questions for us about this highly anticipated sequel.
