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Behind the game: The adventure of creating Frenzy Clusters

Behind the game: The adventure of creating Frenzy Clusters

Hey there, fellow gamer! I’m Alex Baliukonis, the Game Producer at BGaming, and I’m excited to take you behind the scenes of our latest game, Frenzy Clusters. Creating this title has been a roller coaster of creativity, collaboration, and a few surprises along the way. So, grab a drink, settle in, and let me share how this game came to life.

How it all began

Creating Frenzy Clusters was a bit of a journey. We started with the mechanics, but honestly, we had no idea what the world around them would look like.

Usually, the game design comes first, and the art follows. This time, we wanted to build both together. So we spent a lot of time throwing ideas around Egyptian themes, colorful match-3 styles, strange monsters, and plenty of ideas that never made it past the first conversation.

I personally wanted to go in a darker direction. With so many games using bright colors and flashy visuals, I was curious about creating something with a different mood. Our artist brought in the idea of quirky characters, and we started exploring what that world could become.

There was a lot of trial and error. We changed things, removed things, brought back old ideas, and questioned pretty much everything during the process. But slowly, the pieces started to come together.

Finally, we found the right direction: a mysterious world built around stones, dark tones, and a unique atmosphere. It was an adventure of discovery that led us to the final style you see today.

Characters that grew up with us

Now, let’s talk about the characters, the heart and soul of any game. They went through just as many changes as the game’s art style. Some of our early ideas were pretty weird. We came up with all kinds of strange creatures, and while a few were fun, not all of them made it into the game.

One character I wanted to keep was the Blue Heeler named Aussie. I have a Blue Heeler myself, so I was a little biased. I liked the idea of giving the game a personal touch, and I’m glad that character stayed.

Overall, the game heroes selection process was a collaborative effort that involved everyone’s input. I remember presenting our Pigeon character, Golub (IYKYK ?), which initially had all the bells and whistles. But as we developed the game, we realized it was too detailed for our dark aesthetic. So, we simplified it, focusing on just the right amount of personality. It became a lesson in letting go: sometimes less really is more.

We also wanted the cast to have a local connection for players around the world. That’s why you’ll find characters like Blue Heeler Aussie and Platypus Bloke, both inspired by Australia. The other characters have their own regional influences too. See if you can guess where they’re from.

It’s a small detail, but we liked the idea of adding little nods to different parts of the world and giving players something familiar to discover.

The magic in the details

Some of my favorite moments during development came from working on the small details. They’re easy to miss, but they’re often what makes a game feel alive.

Take the eyes hiding in the shadows. They don’t affect the gameplay at all, but they give the world a bit of life, even when nothing is happening. We wanted the screen to always feel like something was lurking just out of sight.

Then there was the Rocket symbol. It probably looks simple now, but it took us way more iterations than I’d like to admit. Funny enough, it’s often the smallest things that take the longest to get right.

We also made a conscious decision to skip the traditional start screen. Instead of making players click through menus, we wanted them to jump straight into the game. The goal was to make the experience feel closer to a modern mobile match-3 game than a traditional slot, with the action starting right away. 

The heart of Frenzy Clusters

Looking back, what makes Frenzy Clusters by BGaming special to me isn’t the mechanics or the visuals. It’s the fact that everyone on the team genuinely cared about what we were making.

Players only see the finished game, but behind it are hundreds of ideas, discussions, and versions that never made it in. That’s just part of making games. You try things, you change your mind, and slowly the right direction starts to appear.

One moment that always makes me smile was when someone on the team said, “I’d get a tattoo of this art.” It was obviously a joke… I think. But it showed how much people believed in what we were creating.

I hope that passion comes through when you play Frenzy Clusters. We had a great time making it, and I hope you have just as much fun playing it!

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