Julian Khusahry Discusses Wishmere

Several months ago I wrote about Dream Chaser, then down the line wrote about the name change and overall game change into Wishmere around July-ish. I recommend checking it out for a bit of Background on Wishmere and Crayder Studio! I asked Julian Khusahry of Crayder Studios a few questions regarding Wishmere, its development, and the Steam Greenlight campaign, which just so happened to have launched today (and you can check out right here!).

And so, without further ado…

What can you tell me about the seven different character and their abilities? What are they like? What kind of stories do they have?

The seven playable characters are known as the Wishmere. They are best friends that have been chosen by Elreed, the King of Dreams to fight this generation’s battle against Doubt. Individually, they all have their own personalities and stories. They were once ordinary teenagers, but after the world is overrun by Doubt, they are taken in by Elreed. Elreed embues them with Supercharged Hope and they undergo a metamorphosis that elevates their personal characteristics into superpowered levels. As for gameplay, all six characters’ playstyles and meta are all very different from each other. They all fulfill different roles / classes in the game; there’s a long ranged character, a support-heavy character that can cast defensive shields. Every character is different.

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What sorts of skills and abilities can the player upgrade as time passes? In what way can the player customize the characters to their playstyle?

Skill Upgrades in our game play a big role in how you shape your character through the playthrough. There are 3 categories that players can upgrade a character’s Skills in: Core Skills, which are the basics of the game like increasing total Health, running speed; Character Skills, which are specific to the character’s meta and traits like increasing the radius of a radial specific attack, or adding splash damage to an attack; and Super Arts, where players can upgrade their character’s super moves. Every character has their own set of Skill Upgrades (aside from Core Skills), so no two characters can be built the same way. Skill points are limited so, how the character is built depends on the player’s desire and how they integrate with their character. A player can build a character to serve a more defensive purpose or to be a one-man wrecking crew.

That antagonist is really awesome. Why has Doubt physically manifested himself and is harassing these teenagers? And how does he have generals?

In our lore, Doubt has existed for centuries. He is the cause of hatred and self-doubt in the Wishmere world. He was defeated several years ago, but as the world inevitably has doubt, Doubt himself, returns to strength and after years of recharging, is back for his next skirmish. His usual modus operandi when returning back to life, is to corrupt those who are powerful and have enough darkness within them to serve him. Once they are corrupted, Doubt maintains control over their actions like a puppeteer.

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Why are there six stages? Is it one per character?

There are six different stages in the game, excluding the final stage. Similar to Mega Man X, players get to choose the order in which they want to take out the stages. This is to place importance on strategy on how to best beat the game.

What were the inspirations for Wishmere’s gameplay?

The fighting game genre, the beat-em-up genre and the Mega Man X series were the inspirations for Wishmere. We love fighting games a lot and fighting games definitely played a big role in the inspirations for Wishmere. For instance, you might notice that the open combo system was inspired by fighting games; and that was due to our love of the genre.

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Where did the idea for Dream Chaser come from? Why the transition to Wishmere and change the game style?

Truth be told, the Dream Chaser concept came from a bad time in our lives. At the time, my younger brother and I were the only two members of the studio. At the time, our father had been diagnosed with a rare auto-immune disease called MuSK positive myasthenia gravis. One day, our father went through a critical emergency. It was not good. We previously stopped development on our project at the time due to his illness, but after this emergency, we just couldn’t work anymore. One of the things I shared with him before this happened was my idea of Dream Chaser and the universe, and he liked it a lot. He especially took a liking to the lore of the world. Since then, for a whole year, working on the game was escapism and a responsibility that we gladly undertook. We worked on it because we had to, we worked on it because we wanted to make the game a reality. In a way, I look at Dream Chaser, and now Wishmere, as a time of when things were simpler. We intend to donate 10 percent of the game’s profit to the MGFA (Myasthenia Gravis Foundation of America) and Myaware, a public awareness association for MG to hopefully raise more awareness of the disease.

The transition from Dream Chaser to Wishmere came naturally, as there was a lot of feedback and requests for multiplayer. It was something that we took seriously, as we (my team members and I are all brothers) were gamers. We played multiplayer games to the extreme and even passed around the controller when it was only a single player game. So, we felt that the need of multiplayer was sorely needed. As we brainstormed ideas of how to integrate multiplayer, the nature of the game evolved into a beat-em-up, and a beat-em-up that kept the interaction with your teammates high. I’m proud to say that the lore is pretty much intact.

(For those interested in learning about Myasthenia Gravis, you can check out this link here and this one here.)

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What features can players expect added onto it?

Diversity and a stark difference was something that was important to us. We didn’t want a beat-em-up where every character was somewhat identical. There’s a plethora of features included in Wishmere such as: characters with strategic diversity, each character has their own Abilities and 3 Super Arts, TeamUp Combinations that are unique to every character combination, character specific upgradeable Skills. We’ve also made strategy a key factor in Wishmere, where players have to carefully choose in which order they’d like to proceed with each stage and how to defeat the boss of that stage. In that way, it takes after the Mega Man series.

Will Wishmere be put on Greenlight?

Wishmere is indeed on Steam Greelight. You can find it at:http://steamcommunity.com/sharedfiles/filedetails/?id=506763848

Is a release date in mind?

For our full release, we’re targeting a Q1 2016 release. For our Ongoing Beta, we’re looking at a Q4 2015 release.

For More Information

First, I want to thank Julian Khusahry for answering all these questions for me about Wishmere! It was really awesome to learn more about it.

Secondly, for more information on the changes and Wishmere overall, check out this devlog post, the official website,  and Twitter. And if you want to give Wishmere a bit of  support, give it a vote on Steam Greenlight. The campaign launched today!

Julie Morley

Founder/Editor/Sole Writer at IndieRoot.com
Favorite genre: Story-oriented/Narrative Driven. Point and Click. Adventure. Action-adventure. Sandbox. Open world.
Favorite game(s): Gone Home, Life is Strange, Back to Bed, Transistor
Non-indie: Mafia II, L.A. Noire, Dark Cloud II (Dark Chronicle), The Assassin's Creed Series (mainly Brotherhood and Black Flag)

Worked for Cliqist.com from Jan 2013 to Februrary 2014.

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