🎤 Interview with kagirohi

2023年 10月 19日
Indie Tsushin 2023 October issueThis article was featured in our 2023 October issue. Check out more articles and interviews in the full issue.

We had the opportunity to speak with kagirohi about working as a solo dev on CALAMITY CREATURES, an action puzzle game that has you clambering over and dismantling enormous mechanical creatures!


English (Translated)

Translated by Renkon

Glyphs of a huge mechanical creature, with parts like the arm and torso drawn in more detail with descriptions in an unreadable language. Bottom text reads, 'Living calamity, called mechanical creatures.'

(2023) CALAMITY CREATURES

Please tell us a little bit about yourself.

Hello! I’m kagirohi, a solo game developer. I don’t stick to any one genre in particular, but I aim to make games that resonate with the people who play them. Since I basically make free games, it would make me very happy if you checked them out!

How did you get started making games?

I started making games when I joined a game development club in university. I was always interested in game development, but when I started programming at the same time as making games, I was completely bewitched by it. Even now that I am a working adult, I continue to make games as a hobby.

Can you tell us about some of your favorite games and genres?

My favorite game is Portal 2. The first time I played it, I was struck by the innovative game system and unconventional story, and this game sparked my interested in game development. As for genres, I like action and puzzle games, and play them often.

Chisel standing on a platform and aiming her arrow at a part of the enormous mechanical creature she is riding, with tutorial text indicating how to draw and aim her bow.

Please tell us about CALAMITY CREATURES!

CALAMITY CREATURES is a 2D boss rush action game about a girl with a prosthetic arm facing off against mechanical creatures. The mechanical creatures come in all sizes and forms, so to dismantle them, you will sometimes need to use your head, sometimes fend off immense attacks, all to uncover their weak points. If you want a tough game that feels very satisfying to play, please give this a try.

Can you tell us about the process of making CALAMITY CREATURES? Was it different from the way you approached making your other games?

The biggest difference between working on CALAMITY CREATURES versus other games was that here, the appearance of the enemies has a huge impact on the strategy. Normally I would create an enemy model and then think of its moves, but in this game, the position and size of each of the enemy’s parts can affect the strategy, so I experimented many times with placeholder models before replacing them with the real designs. In many instances, there were problems that I discovered only after replacing them with the real models, so it was quite challenging.

Chisel dangling off a humongous mechanical neck of the creature. Red electricity is coursing up and down the neck.

What was your greatest influence when making CALAMITY CREATURES?

Anyone who has played it will probably realize right away, but CALAMITY CREATURES was heavily influenced by Shadow of the Colossus on the PS2. The atmosphere and somewhat heartrending scenes when you defeat the creatures in particular were deliberate references to Shadow of the Colossus. For those who haven’t played it yet, definitely check it out! It’s the kind of game that would be a waste just to watch in Let’s Play videos.

What was the most challenging part of making CALAMITY CREATURES?

This game needs to express showdowns with huge creatures in 2D, so a major challenge was that unlike a 3D game, you can’t move the camera around to get a full view of the enemy. But in the end, I took advantage of that point and centered the story around the idea of, “as you dismantle the enemy, its complete form reveals itself.” I put the most effort into the camera angles, and so although it is subtle, the placement and draw distance of the camera for each scene was deliberate. You might enjoy the game even more if you pay close attention to how the camera moves.

Chisel striking at a part of the huge creature's head, causing a big explosion.

How did you come up with the designs of the mechanical creatures? Did you use anything as a reference?

Basically, I first think about the idea I want to work with in that chapter, and then work backwards to create a design that can fulfill that idea. For example, in chapter one, I wanted to create a scene that was like, “the game starts and immediately, the player, who doesn’t know what’s going on, sees an absurdly large foot appear in front of their eyes.” Then I made a creature design based on that. For the smaller details, I used existing robot anime and games as a reference.

Is there anything you’d like to climb, like a robot or building? (Real or fictional!)

I would like to see and climb huge statues that actually exist, like the Statue of Liberty or The Motherland Calls. I think something that appeals to me about these huge statues is that they have a sense of majesty and beauty, while at the same time surrounded by an indescribable fear and eeriness. I would be happy if I could also express a bit of that in my games as well.

Chisel encountering a gigantic mechanical spider in a dark room. She yells, 'Finally, you've shown yourself...!'

CALAMITY CREATURES is currently out in Early Access. Can you tell us about any future plans you have for its development?

Since I am working on this game by myself, it takes quite a bit of time to create new content. Because of this, I have made it available in Early Access. From now on, I plan to basically add one chapter with each update. Due to work commitments, it is difficult to release updates at a fast pace, but I will do my best to deliver new chapters to everyone as soon as possible!

Is there anything in CALAMITY CREATURES to which you want to draw the player’s attention?

Although the style of the game is a simple boss rush, I made the lore and setting rather complex. I didn’t make the story mode too long because I wanted to keep it concise, but the encyclopedia mode goes over a lot of the worldbuilding that is not discussed in the main story. It covers detailed information like the ecology and habits of the creatures you’ve dismantled, so if you are interested, please take a look at the encyclopedia!

Chapter One title screen for Eagle Eye, the Singing Giant. Chisel is tiny and running alongside a mechanical creature who is so large that you can only see one of its legs.

Do you have any indie games that you’d like to shout out? What do you like about them?

I recommend the game Mechstermination Force! It’s a 2D action game where you clamber over a mech and destroy it, so I thought since it had a lot of similarities with my game, it could be a good point of reference. I thought I should check it out, and it turned out to be a very fun game. If anything, it has stronger shooting elements and goes in a different direction from CALAMITY CREATURES. But the mechs that appear as enemies have a wide variety of designs and strategies, so you can enjoy the challenging action.

Can you tell us about other games you worked on in the past?

To tell the truth, I haven’t released many games besides CALAMITY CREATURES, but I did make an action puzzle game called The Kinetic Gear in my student days.

It’s a slightly strange puzzle game where you move forward using a device that can store and release kinetic energy. Looking at it now, there are many unpolished areas, but it was also a work that bolstered my self-confidence since it won an award in a free game contest.

Chisel dangling in a dark grated tunnel with purple energy balls lining the walls.

Can you tell us about anything you are currently working on?

I’m mostly continuing to work on CALAMITY CREATURES, but now that things have calmed down a bit after launching on Steam, I think I would like to release some short games as well. I want to make a puzzle game or something that is easy to pick up and play.

Do you have any messages for your players?

The game is still under development, so you can see your feedback get implemented in real time. If you have any impressions or opinions you would like to share, please use the #CalamityCreatures hashtag and I will be sure to take a look!

A defeated Eagle Eye collapsing onto its front knees and its head crashing into the ground before it.

Thank you for sharing your thoughts with us!


日本語 Glyphs of a huge mechanical creature, with parts like the arm and torso drawn in more detail with descriptions in an unreadable language. Bottom text reads, 'Living calamity, called mechanical creatures.'

(2023) CALAMITY CREATURES

自己紹介してください。

こんにちは!個人でゲームを開発しているかぎろいと申します。制作ジャンルに特にこだわりはありませんが、ささる人にはささるゲームを目指して制作しています。基本はフリーゲームとして配信するので気軽にお試しいただけると嬉しいです!

ゲーム作りを始めたきっかけはなんですか。

大学でゲーム開発サークルに入ったのがゲームを作り始めたきっかけです。もともとゲーム作りに興味はあったのですが、プログラミングと同時期にゲームを作り始めた所すっかりその魅力に取りつかれ、社会人になった今も趣味として制作を続けています。

もしよろしければ、ご本人にとって一番好きなゲームや好きなジャンルをご紹介お願いします。

一番好きなゲームは「Portal 2」ですね。初めてプレイした時、その斬新なゲームシステムや型破りなストーリーに衝撃を受け、この作品をきっかけにゲーム制作に興味を持つようになりました。ジャンルとしては、アクションゲームやパズルゲームが好きでよくプレイします。

Chisel standing on a platform and aiming her arrow at a part of the enormous mechanical creature she is riding, with tutorial text indicating how to draw and aim her bow.

この度の「CALAMITY CREATURES」という作品についてご紹介お願いします。

「CALAMITY CREATURES」は、義手の少女が機械仕掛けの生物「機巧生物」に立ち向かうボスラッシュ形式の2Dアクションゲームです。機巧生物はサイズもフォルムも様々で、彼らを解体するには時に頭を使い、時に激しい攻撃を捌きながら弱点を見つけ出す必要があります。歯ごたえのあるゲームがプレイしたい方にはぜひ遊んでみてほしいです。

「CALAMITY CREATURES」を作るときに、どのようなプロセスで作成しましたか。他のゲームを作るときと何か違いがありますか。

制作プロセスで他のゲームを作る時と大きく異なるのは、本作は敵の見た目が攻略に大きく影響するという点です。通常は敵のモデルを作ってから技を考えたりしますが、本作は敵のパーツの位置やサイズ一つで攻略に影響が出てしまうため、仮モデルで何度も実験してから本番モデルと差し替えるという流れになります。本番モデルに差し替えて初めて問題が発覚するケースも多いのでけっこう大変です。

Chisel dangling off a humongous mechanical neck of the creature. Red electricity is coursing up and down the neck.

「CALAMITY CREATURES」を作成するにあたり、最も影響を受けたものは何ですか。

プレイしたことのある方ならすぐにピンとくるかもしれませんが、本作はPS2の「ワンダと巨像」に強く影響を受けています。ゲームの雰囲気や撃破時の少し切なさのあるデモなどは特にワンダと巨像を意識しています。まだプレイしたことのない方はぜひご自分でプレイしてみてください!プレイ動画で済ますのはもったいないゲームです。

「CALAMITY CREATURES」を作成するにあたり最も挑戦したことなどはありますか。

本作は2Dで巨大な敵との対峙を表現する必要があるため、3Dゲームと違いカメラを動かして敵の全貌を把握することができない、というのが大きな課題でした。ですが最終的にはその点を逆手に取り、「解体を進めていく中で敵の全貌が明らかになっていく」というのを一つの目玉にしています。その中で最も力を入れたのがカメラアングルで、本作では地味な部分ながらシーンごとのカメラの位置や描画範囲にかなり気を遣っています。カメラの動きに注目しながらプレイしていただけると本作をより楽しめるかもしれません。

Chisel striking at a part of the huge creature's head, causing a big explosion.

機巧生物のデザインはどのようにして考えていますか。何かを参考にしたりしていますか。

基本的には最初に「そのチャプターでやりたいアイデア」を考え、それを満たすことのできるデザインを逆算して作っています。例えばチャプター1では「ゲームを開始してすぐで何もわからないプレイヤーの前に、途方もない大きさの足が現れる」というシーンを作りたかったので、それをもとにデザインを考えました。ディティールなどは既存のロボットアニメやゲームを参考にさせていただいています。

登ってみたいと思った建物やロボットはありますか。(現実の建物やアニメのロボットなど)

自由の女神や母なる祖国像など、現実に存在する巨大な像は実際に見たり登ったりしてみたいですね。こういった巨大な像は雄大さや美しさと同時に何とも言えない恐怖や不気味さを持ち合わせているのが魅力の一つだと思っています。自分のゲームでもそういった部分を少しでも表現できたら嬉しいです。

Chisel encountering a gigantic mechanical spider in a dark room. She yells, 'Finally, you've shown yourself...!'

「CALAMITY CREATURES」は、長期のアーリーアクセス版として現在公開しているとのことですが、今後の予定などお答えできる範囲で教えてください。

本作は一人で作っている都合上制作に時間がかかるため、アーリーアクセスという形を取らせていただいています。今後は基本的に1チャプター実装ごとにアップデートで追加していく予定です。仕事の都合などもあるためあまり早いペースでのリリースは難しいですが、なるべく早くみなさんにお届けできるよう頑張ります!

「CALAMITY CREATURES」において、プレイヤーに伝えたいこだわったポイントなどありますか。

本作はシンプルなボスラッシュゲームですが、世界観はわりと複雑な設定が用意されています。ストーリーモードはあまり長くならないよう簡潔にまとめていますが、その分本編では語られない設定を図鑑モードで補完しています。解体した機巧生物の生態など細かい情報まで網羅しているため、興味のある方は図鑑の方も覗いてみてください!

Chapter One title screen for Eagle Eye, the Singing Giant. Chisel is tiny and running alongside a mechanical creature who is so large that you can only see one of its legs.

おすすめのインディーゲームはありますか。おすすめのポイントも教えてください。

「Mechstermination Force」というゲームがおすすめです!「メカによじ登って破壊する2Dアクション」ということで本作と類似している部分が多く参考になるかと思いプレイしてみたのですが、とても面白いゲームでした。どちらかというとSTGの要素が強く本作とはベクトルが違う作品ですが、敵として登場するメカは見た目・攻略法ともにバリエーション豊富で、歯ごたえのあるアクションを楽しめる作品です。

もしよろしければ、これ以外に作成したゲームについてご紹介お願いします。

実は「CALAMITY CREATURES」以外で外部に公開しているゲームはあまりないのですが、学生時代に「The Kinetic Gear」というアクションパズルゲームを作りました。

運動エネルギーの保存と解放ができる装置を使って先に進むちょっと変わったパズルゲームです。今見ると未熟な部分も多いですが、フリーゲームのコンテストで賞をいただいたりして自信につながった作品でもあります。

Chisel dangling in a dark grated tunnel with purple energy balls lining the walls.

今はどのようなプロジェクトを進めていますか。今作っているゲームなどをもしよろしければご紹介お願いします。

基本は「CALAMITY CREATURES」をメインに制作を続けていますが、Steam版をリリースして少し落ち着いたので短編ゲームなども出したいと考えています。気軽に遊べるパズルゲームなどを作ってみたいですね。

プレイヤーの皆さんへ何かメッセージがあれば一言お願いします。

本作は絶賛開発中なのでいただいたご意見はリアルタイムで反映しています。 プレイの感想やご意見は#CalamityCreaturesをつけて発信していただければ作者が必ず見に行きます!

A defeated Eagle Eye collapsing onto its front knees and its head crashing into the ground before it.

この度はインタビューにご協力いただき誠にありがとうございます。

kagirohiFollow kagirohi on Twitter @kagirohi_gp. You can find CALAMITY CREATURES for free in Early Access on Steam.

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