A while back, I came across a new title in development that was nearing a launch on Kickstarter, and now I’m thrilled to bring it to the attention of an even wider audience than what it has been brought to already. Souno’s Curse, under development by Kiro Team based in Lyon in France, is an action-platforming game featuring staple elements of the Metroidvania genre. It features beautifully hand-drawn visuals reminiscent of games such as Hollow Knight and Cuphead and presents a narrative surrounded by mystery and focusing on such themes as love, regret friendship, and decisive action. Curious to learn as much as I could before the Kickstarter launches tomorrow, I reached out to Kiro Team’s Idir Amrouche to understand more about this wonderfully ambitious-looking title, and what gamers can come to expect whilst playing. Here’s what Idir Amrouche of Kiro Team had to say about Souno’s Curse:
What were the influences behind your game?
Different media like books, movies, and anime, and of course video games. If I were to name a few:
– Kingdom Hearts
– Metal Gear Solid
– Megalobox anime
– The Witcher (game and books)
My main inspiration comes from Hollow Knight and Journey
How close are we to seeing the finished product?
The game is around 30% finished. We plan a release window for mid-2023
What has been the most exciting aspect of development?
One of them is the creative process when you let your imagination run wild and create new environments, characters, stories, etc…The second one is implementing the created assets in the game and seeing all that you imagined come to life.
What has been the most challenging aspect of development?
The team is composed of people from France, Canada, and the USA, and all of them except for me have full or part-time jobs on the side. The most challenging part was to plan a roadmap taking into account varying availability and finding a workflow that suits everyone’s plannings/time zones.
How well has the game been received so far?
I started sharing info about the game on Twitter at the very early stages. I did not expect to have this much support and to have a community this big this fast. So I’d say it has been pretty well received so far.
What platforms are you looking to bring the game to?
Souno’s Curse release is planned for Steam and GOG.com. We’d be very happy to release it on Nintendo Switch as well, which is why it is one of our Kickstarter stretch goals.
Have there been any ideas at this stage of development that have since been scrapped or reworked?
A few yes. At first, the game was just an experimental project that was supposed to last 3 or 4 months. But seeing how well it was received we decided to make a full game out of it, so of course, some elements had to be changed in order to adapt to the new scope
How exhilarating an experience has it been with the amount of interest taken in the game’s mythology even at this early stage?
It’s honestly crazy. To see so many people following every step of the process is amazing. This also gives us more motivation to come up with the highest quality possible to live up to their expectations. We hope people will love the demo.
How instrumental has player feedback in terms of shaping the course of the project been?
I think player feedback is one of the main pillars of game development. We learned so much about the strengths and weaknesses of the game just from watching the players’ behavior. After spending a certain amount of time working on the game you become blind to certain aspects of it.
Amidst the influx of Metroidvania titles throughout the eighth and ninth generations of gaming, what would you say makes Souno’s Curse stand out in your opinion?
Well first it’s not a full-fledged Metroidvania but it’s borrowing elements from the genre. Second, I really think the themes and story of the characters and the plot will leave an impact on the hearts of the players. At least I hope so.
If you had the opportunity to develop a game with any company or for any franchise, which would it be, and why?
I’d love to work with Hideo Kojima. It always feels like he is 20 years ahead of everyone else in the industry.
What is your opinion of the recent influx of indie developers coming out of France?
It’s great! The indie community is growing bigger, and more and more structures are being developed in order to help the developers either financially or by providing more exposure.
Have there been any to have reached out to you guys for advice or to give advice throughout the development of Souno’s Curse?
Yes, many. That’s the good thing about Twitter, it’s always good to network and exchange tips and ideas between developers.
Do you have any advice for aspiring developers that may be reading this?
If I had one piece of advice to give it would be: Don’t hide your game until it’s “perfect”. Let people test your prototypes and ideas as soon as possible and get feedback from them. You don’t need art or animations for a mechanic to be fun. Fail early fail often.
Where on the Internet can people find you?
All the detailed information about Souno’s Curse is on our Kickstarter page. We will answer all your questions there:
If you want to chat and chill with us, you can join our Discord :
We are posting daily content about the game development on Twitter :
Do you have anything else to add?
See you on October 1st for the Steam Next Fest and Kickstarter launch!
I’d like to take the opportunity to thank Idir for taking the time to out to talk to me about Souno’s Curse and share more information about the game. If anyone is interested in backing this awesome-looking title, you can do so by visiting the Kickstarter page as of tomorrow when the campaign launches. I wish Idir and the rest of the Kiro Team the best of luck with Souno’s curse’ Kickstarter campaign and subsequent launch, and I hope you guys are looking forward to this game as much as I am!
Scouse Gamer 88