When we caught up with Elbert “El” Lim at gamescom asia x Thailand Game Show, he was busy watching players test out his studio’s latest project. As the head developer of Khayalan Arts, a studio based in Indonesia, Lim was eager to talk about I Need Space a game that follows a space traveler and their cosmic cat companion on a journey across the galaxy to solve a pandemic threatening the cosmos. We sat down with him to learn more about the challenges of making games with a message, and what advice he’d give to other indie developers.

Balancing Message and Gameplay
Creating a game about serious topics comes with its own set of hurdles. For Lim and his team, the biggest challenge has been finding the right balance. “The challenge of developing this game is that we have to talk about a very heavy topic, about pollution,” Lim explained. Coming off their previous title Samudra, which centered on ocean pollution, the team is now tackling climate change with I Need Space.
“I think the main challenge is to convey to people that this is not a preachy game, it’s not an educational game, it’s still a game.”
The studio wants players to experience an engaging adventure first, with the environmental message woven naturally into the experience. “We just want to share the awareness and if people are interested, we can do a call to action to let you know where you can go if you want to contribute towards environmental efforts,” he said.

The game also touches on mental health awareness, adding another layer to its themes without losing sight of being an enjoyable experience.
The Value of Real Player Feedback
When asked about advice for developers just starting out in the indie scene, Lim’s answer was immediate and practical: test your game. “Just get it done, test it, bring it to a place like gamescom, it’s the best place,” he said. The value of watching real players interact with your work cannot be overstated.
“Just by being here for a few hours, looking at how people are playing your game, getting feedback is priceless.” For Lim, this direct observation offers insights that no amount of internal testing can match.

“You’ll get to see the feedback positively, negatively, all in real time. So that’s my first advice, and my biggest advice, test your game.”
Lim closed with a message for players and the gaming community at large. “Keep supporting this type of games that are just talking not just about fun, but also have a layer of meaning that they want to convey.” He believes games like I Need Space represent a growing movement in the industry, one where entertainment and meaningful messages can coexist.
“I’ve seen a few games in this place as well, gamescom, that are doing the same thing,” Lim noted. “But I think we all have to support this kind of movement, and that will help a lot in the future.” As more developers explore ways to address real-world issues through interactive experiences, support from players will be key to making these projects sustainable and impactful.




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