![]() And at first it was really just a joke but at one point we were like: ‘Wait, maybe he’s right, maybe it would actually be a good idea to cut everything’. A friend of mine told us: ‘Maybe you should keep the single-player prototype because it’s actually more fun than the multiplayer thing’. “At this point we decided it was maybe a good idea to cancel it but we made a single-player prototype to show at events like Gamescom. It reached the prototype phase so we did have an alpha version that we showed to people and it didn’t go well, because it really wasn’t fun, like really not,” he laughs. It started as a free-to-play kind of game, a tower defense, something different. “At this time, Motion Twin was still making mostly web games and a few mobile titles but we wanted to make some kind of spiritual sequel to an older game that we made called Hordes. ![]() “It started something like three or four years ago,” lead developer and game designer Sébastien Bénard starts explaining. ![]() ![]() Dead Cells is no exception to the rule: before becoming the critically-acclaimed roguelike-meets-metroidvania title we know, it started life as a multiplayer tower defense game. Video games development is all about iteration and for one good idea there will be hundreds of scrapped prototypes and failed projects. ![]()
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