That definitely contributed to our setting out to make a unique monster catching game, independent from old franchises. Nintendo kills a lot of projects that fans made with love. There are a lot of unique features we plan on exploring, along with features from old games that just don't show up in 'modern' monster catching games. IE the concept of regions and cities is split into planets instead for our game. You are actually exploring places instead of visiting them. There is an emphasis on puzzles that isn't locked by team composition. Your cosmonstar bonds with you in a way that isn't arbitrary like walking around or just using it. Evolution is more than cosmetic and plays an integral (but also optional) part of a cosmonster's growth. Stuff like that. I'm a huge fan of recruitment/monster taming JRPGs (Suikoden and Star Ocean!) and the writer loves platformers and narrative games (Portal, Stanley Parable, Mario, Psychonauts), so we hope the game will be its very own flavor. Oh, and we both love Zelda. 2D and 3D. Since my edgy ass is staying away from the main plot, it will be heartwarming and non-depressing! The opposite seems to be a trend in recent romhacks =/