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Ever since I played my first release from Draknek & Friends years ago, I knew I wanted to sit down with Alan Hazelden and chat about the team, puzzle games, and much more. This has been in the works for a while, and with Draknek & Friendsā upcoming LOK Digital and the recent Cerebral Puzzle Showcase on Steam, I spoke to Alan about all things āthinky" and also other topics including how A Monsterās Expedition got a second life on Switch, working with Apple Arcade, and much more.TouchArcade (TA): Tell us a little bit about yourself and what you do at Draknek & Friends.
Alan Hazelden (AH): Iāve been making games since 2006 ā originally as a student hobbyist, then taking part in online game jams like Ludum Dare, and since the release of Sokobond in July 2013 as a full-time job (though for a long time even after Sokobond I was treating it as a full time hobby ā living off savings that I expected to eventually run out, at which point Iād have to get a āreal jobā).
The title I use for myself in some places is āHead Draknekā, which doesnāt mean much but sets the tone a little and basically means I wear a lot of hats. What I do varies a lot depending on the projects: on our internally-developed games Iām the creative director and main puzzle designer, and for most projects I end up contributing in some form to: production, testing, bizdev, UX design, and more.
TA: What does the name Draknek mean and where did it come from?
AH: Originally I came up with the name when I needed a unique username for Diablo 2 online play ā I was just trying to come up with something that sounded like a fearsome warriorās name. It ended up being my online handle as I moved from Diablo to Zelda message boards to hobbyist gamedev to professional development.
TA: While many longtime fans know of Draknek from Sokobond and Cosmic Express, A Monsterās Expedition is easily my favorite of the lot. Iād love to know how the game changed pre-release during prototyping, and also your thoughts on it now looking back and seeing it alongside Draknek & Friends other games.
AH: In early versions of the game, I wanted to have the discovery of raft travel happen quite late in the game ā it felt like the epitome of the āwoah, I could have been doing that the whole timeā moment we were interested in exploring. However, moving that mechanic earlier gave us a great moment to mark the end of the tutorial, and gave us a lot more flexibility with how parts of the world could be ordered and arranged. Itās now hard to imagine it any other way!
Another big change that happened partway through was the invention of the double-size logs ā until weād added those, the scope of the game was reasonably manageable, but they added lots of interesting edge cases and interactions, which led to so many more great puzzles.
Compared to Draknekās earlier games, itās obviously a big step up in terms of production values, approachability, and appealingness to a general audience. Iām still incredibly proud of all of them, but it feels like we managed to make something really special with A Monsterās Expedition ā especially with the difficulty level accounting for both beginners and experts depending on where in the world you travel.
TA: What is your favorite project youāve worked on, and also your favorite current puzzle game?
AH: Iām most proud of A Monsterās Expedition, but the most pleasant to make was probably Cosmic Express ā everything went relatively smoothly and we managed to finish it in 9 months total. I wish I could reproduce that process again but I donāt think itās ever likely to happen.
A recent favourite puzzle game is Leafās Odyssey ā you play as a ferret named Leaf exploring a world, fighting monsters and learning their behaviour, and collecting keys to explore further. I picked it up expecting to get a sense of it, hit a hard puzzle bottleneck, and put it down forever ā but instead I found that it was surprisingly approachable and the puzzle design was near-universally excellent.
TA: What do you look for in a puzzle game when deciding to publish it under the Draknek & Friends label?
AH: Itās funny, because with LOK Digital being our fourth externally developed title that weāre publishing, youād think weād have a more fleshed out internal rubric. The single largest factor is if we strongly stand by and believe in the game and developer, followed closely by if we think we can help introduce them to a wider audience. For Bonfire Peaks, that started as a more traditional publishing relationship and then a few months in became much closer to a co-development project when I was given access to the level editing tools. Sokobond Express was us seeing an incredible itch.io game (Subatomic Wire) developed by Jose that was a mix of Sokobond and Cosmic Express, and us realizing that we should ask him if heād like to work with us and use the official IP to make a mash-up sequel. For Patrickās Parabox the game was already on track to being very successful but we were able to help with the console porting and releases. LOK Digital is to date the closest to a ātraditionalā publishing arrangement. When we have the spare bandwidth and see a game we believe strongly in, and think we can really help, weāre usually motivated to start the conversation.
TA: Sokobond Express debuted on Steam a little while ago and has now hit Switch. Is there any chance we will see it on mobile, and how is the Switch launch going?
AH: Watch this space! Regarding the Switch launch, it more or less met our expectations for an end-of-lifecycle release for the Switch. That is to say it didnāt do the same numbers we saw with A Monsterās Expedition, but it was enough to justify the expense of bringing it to the platform. Plus, the more people that can discover and play this excellent game the better!
TA: Over the years, youāve brought many games to multiple platforms. Youāve also previously given some sales information like here. Do you see a similar split today for your premium games?
AH: Our splits vary depending on the game. For example, on A Monsterās Expedition, that wasnāt available for direct purchase through the App Store for the first three years of its release, since it was on Apple Arcade. While we canāt really get into the specifics of the revenue agreement for Arcade titles, it does mean that we had āzero salesā during that window ā so just in terms of sales numbers, Steam was definitely our leading platform. We canāt get into sales splits on PlayStation and Switch sales due to agreements with the platforms, but I think if you see us consistently bringing out our biggest titles like Patrickās Parabox (console publishing,) Bonfire Peaks, etc. to platforms at the same time, then that can give you a window into it being worth it for us.
TA: How has the response been to Draknek & Friends titles on consoles?
AH: Itās been really interesting. The core thinky community that we hear from on a day to day basis definitely still prefers Steam and mobile, so itās actually more about building up a new audience for us, and exposing more people to the kinds of games we make. A good example is that A Monsterās Expedition got a second wind when it came to Nintendo Switch in 2021, a little less than a year after we released the game on other platforms. We didnāt really have many Metacritic-qualifying reviews for the mobile and Steam releases even though they were very successful for us, but being able to point to a 92 Metascore for the Switch version ā which is one of the highest scoring games on the entire site ā was a really special moment for us. Additionally itās been great working with console first parties to help boost some of our games, like when Nintendo of Europe featured A Monsterās Expedition prominently on the front page of the eShop for a while, or when PlayStation released a PS+ Premium demo of Bonfire Peaks.
TA: Before you started working on your own puzzle games, what were games in the genre you liked?
AH: Iāve always played puzzle games, but I think it wasnāt until I started making a lot of puzzle games that I consciously paid attention to the genre. Some memorable games from the early 2010s include Manufactoria, SpaceChem, and English Country Tune, but Iām sure thereās many examples that predate those which never registered in my brain as āthis is a puzzle game and you like puzzle gamesā.
TA: In a previous interview, you mentioned how making more puzzle games saw you getting better at them, but I wanted to ask you what learnings from prior Draknek & Friends releases have you taken into recent releases?
AH: On the puzzle design side, I think a big thing has been improving my ability to have a mental model of player understanding ā internalising what I do/donāt expect players to pay attention to or whatās going to be necessary to teach a certain gameplay concept. Itās a skill that needs to be partially reset with each new game, but generally the more games I work on the faster it is to pick up on the next.
Something Iām trying to take forward from A Monsterās Expedition is the value of approachability ā not that our earlier games were completely unapproachable, but they were a bit easier to bounce off. Also the process of adding hints to A Monsterās Expedition (after release) made me wish theyād been there from the start, and I think our games going forward are all likely to have some form of hint system at launch.
TA: Draknek & Friendsā next release is LOK Digital, a word game and puzzler hybrid. It has a demo on Steam right now. What drew you to publishing this specific game?
AH: Short answer: itās incredible. Slightly longer answer: weāre fans of the source book LOK, and weāve run in similar circles with Ferran, who is leading development of the Digital version. Weād been following the project since it became publicly announced, and we reached out to see how we could help. After a great call it became clear that weād love to work with them and help it reach a broad audience. The mix of very approachable word-puzzle gameplay, the rule discovery mechanic of learning the Lok creatureās language, and the depths of mechanics that lead to some absolutely incredible puzzles makes this really special. Weāre also super excited with how the recent public test of Daily Puzzles worked out, which itself led to a new way to play the game where youāre quickly scanning the entire puzzle and looking for a point of entry, testing your knowledge of the mechanics. We collected a lot of feedback from the daily puzzles mode, so please stay tuned.
TA: How was it working with Apple for the Apple Arcade release of A Monsterās Expedition?
AH: It was a really good relationship. As mentioned above we canāt really get super into things like day-to-day interactions and revenue splits, but itās not an exaggeration to say that the game wouldnāt exist in the scope it did, on any platform, had Apple not believed in it and signed it for Apple Arcade. They were also very supportive in helping us make sure that save data transferred between the previously available Apple Arcade version and the paid App Store version so that our players didnāt have to start over. Weād love to work with them again.
TA: Tell us a little bit about your newsletter, Thinky Third Thursday and how you got involved with Thinky Games and the community. The newsletter has been amazing to add upcoming games to my Steam wishlist.
AH: Iām always glad to hear the newsletter has helped someone find fantastic new thinky puzzle games!
I think I may be responsible for coining the word āthinkyā as a genre, when I was trying to describe my games as puzzle games distinct from things like Tetris. Iāve always found it a slightly awkward term, but it stuck and I never found anything better, so I figured I might as well lean into it. I set up a discord server for thinky puzzle games back in July 2018 and since then itās grown into a wonderful community of supportive devs and players.
The newsletter started back in October last year when I had a bit of free time on my hands ā I was playing a lot of great thinky games and wanted an outlet to gush about them, and social media increasingly wasnāt feeling like a great place to invest energy into. The good thing about an email newsletter is that a billionaire canāt buy email!
TA: I think the Steam Deck is my favorite puzzle game platform now with it getting so many through Steam and playing great from day one. How has it been for Draknek & Friends releases in terms of reception and have you noticed any uptick in sales from Steam Deck users?
AH: Overall itās been great! We havenāt seen a clear or specific uptick in sales from Steam Deck users ā perhaps because despite how busy we are, weāve only released one game (Sokobond Express) on Steam since the Deck became commercially available ā but player feedback has been tremendous. Any new platform that encourages players to sit down and dig into some absolutely great puzzle games is incredible for the health of the space.
TA: Aside from LOK Digital, what should we expect from Draknek & Friends in 2024?
AH: So far itās been a busy year for us at Draknek & Friends! Weāve launched Sokobond Express on PC and Nintendo Switch, announced our next published game LOK Digital, crowdfunded a plushie of the monster from A Monsterās Expedition, hired a new Studio Manager, and hosted another successful Cerebral Puzzle Showcase on Steam.
Sokobond Express will hopefully have some more TouchArcade-relevant news soon, and then after that the next game weāre releasing is LOK Digital, coming later this year. Weāre so excited to have it out in the world and we think players are going to have a great time with it. Weāre still working on parts 2 + 3 of the Lost Memories DLC for Bonfire Peaks, which is taking longer than anticipated but only because it keeps getting better and better ā fans of that game are in for a treat when itās finally ready. Thereās also other things in the works that are too soon to talk about.
Additionally, weāll soon be turning our attention to the Draknek New Voices Puzzle Grant. Originally organised in 2022, this is a grant opportunity for game developers from traditionally underrepresented groups and backgrounds who are interested in designing and developing puzzle games. Weāre really excited about bringing that back for a new cohort, so watch this space!
TA: What was your favorite game of 2023, and what are you looking forward to playing this year?
AH: 2023ās puzzle game highlight was probably Can of Wormholes ā delightful, surprising, innovative, and weird, in equal measure. Iāve already mentioned Leafās Odyssey as a 2024 favourite, and for upcoming games ā LOK Digital aside ā a few Iām looking forward to are Lab Rat, Arranger, Rise of the Golden Idol, Tempopo, and Tactical Breach Wizards. That said, I expect that by the end of the year Iāll be singing the praises of at least one game thatās not even on my radar yet.
TA: What does a day in your life look like right now?
AH: A lot of context switching!
Office hours at Draknek & Friends start in the early afternoon UK-time. Our core team is based in the UK and US, but we work with plenty of international folks. A day is pretty varied depending on the time of year and what projects we have on. Often Iāll be jumping between development and publishing tasks, like puzzle design, playtesting, localisation, porting to different platforms, or brainstorming with teams.
Thatās one side of Draknek & Friends. The other is that when we have projects happening like the Cerebral Puzzle Showcase or the New Voices Puzzle Grant, thereās a lot of behind-the-scenes magic that goes on to make these a success. For example, when we were picking which games to include in the showcase, we had over 600 games to play through and review!
TA: How did this yearās Cerebral Puzzle Showcase go compared to last year? https://www.cerebralpuzzleshowcase.com/
AH: Weāre really pleased with how it went! This year was our biggest year ever, with over 300 games and 50 demos in the showcase. As a whole, 2024 has been a brilliant year for thinky puzzle games, and we saw around a dozen games launching into the Showcase.
TA: What are your thoughts on the state of the PC, mobile, and console industry right now when it comes to genres you work with?
AH: Overall the specific genre space ā puzzle games that arenāt dexterity driven ā has been growing over the last few years. More people are becoming familiar with it because of events like Cerebral Puzzle Showcase, but also because some great mainstream publishers like Annapurna Interactive are really supporting the space. At the same time, discoverability is always a struggle. Dozens, sometimes hundreds of games will launch on Steam, the App Store, and the Switch eShop every day, and it can be really hard for incredible games from teams youāve never heard of to stand out. Coupled with increased fragmentation of social media platforms and itās getting harder to reach everyone. With that said, weāre committed and excited by the challenge of continuing to increase the viability of this space across the board.
TA: How do you like your coffee?
AH: I actually donāt drink coffee ā I never got a taste for it. My warm drink of choice is a hot chocolate (with cream, but no marshmallows).
Iād like to thank Alan Hazelden and Dana Trebella for their time and help with this interview.
You can keep up with all our interviews here including our recent ones with Peter āDuranteā Thoman about PH3 and Falcom here, M2 discussing shmups and more here, Digital Extremes for Warframe mobile, Team NINJA, Sonic Dream Team, Hi-Fi Rush, Pentiment, and more. As usual, thanks for reading.