DarkTimes is being developed in France by a team of 4 people: Yanis Berry, Simon Froger, Florent Chardevel, and Lucas Briffaud (that’s me!). Three of us have worked in bigger studios before. In November 2020, after each of us coincidentally left (or lost) their job, we decided to work together to create our dream game.
The idea started in 2018: We lived in a shared flat, and were tired of the lack of creative freedom of our current jobs, even in our dream industry. We took part in a lot of game jams together. Bit by bit, DarkTimes’ concept sprouted in our minds. It started as a weekend project, to test the concept of aiming 2 separate weapons with both analog sticks of a game controller.
We kept experimenting, and here we are! Ever since, every design decision we took has gone by a simple rule: we want to keep a ludonarrative coherence. Our Gameplay mechanics have been the starting point to our narrative, they both complement each other and we will keep working with that main purpose in mind.