- ILLWILL was inspired by Dusk
- The clock on the Meat Factory always shows a mirror image of real time. This is a reference that the game takes place in a parallel universe.

- Initially, the model of the violin was planned differently. And the violin was used as a placeholder, but I liked the way it looked so much that I decided to leave it as it is. By the way, regular violins can be found in the game.

- Camel sounds were used to voice the monster Jade Toad.

- Painhead's voice acting is the processed voice of the younger sister of our Sound Designer.

- Wormgun larvae suck the life out of opponents. But if you use them on Pigbot, they will restore armor.

- The Mammoth Rifle is a reference to the legendary double-barreled shotgun from Doom 2, which is considered one of the best fps weapons of all time. It works in a special way, the pellets pass through dead enemies, this feature allows you to mow down entire crowds of light enemies with one shot. I tried to recreate this mechanic in ILLWILL, and even started a separate channel for tracing bullets. But still, I was not able to convey this magical feeling from the legendary weapon from Doom 2. Nevertheless, the Mammoth Rifle in ILLWILL is very, very good.

- In the room where the game starts. The number of marks on the wall is approximately equal to the number of days spent on the development of the game.

- The dolls in the Dolls Factory level are from my other game called inlove. Which were inspired by artist John Kenn Mortensen. Later, on the basis of these dolls, Painheads and Mifiks were made. They are called Mifiks because they are very similar to Meeseeks from Rick and Morty.




- The TV in the starting room is the legendary Sony PVM that retro gamers love so much.

- All ammo pickups in the game are physical meshes with active moving parts. And the heart, on top of everything else, is still beating. Where else have you seen this? Okay, the beating heart was in Blood.

- Butcher's head can be kicked like a soccer ball. This is a reference to the legendary Blood.

- Painheads always explode in turn. This is done specifically for spectacularity. Barrels from Half-Life 2 work on a similar principle.

- While jumping, the Hunters take double damage. This is done on purpose so that you can kill him at the last moment.

- C’thulhu was inspired by Super Metroid Phantoon.


- There are many references to the paintings of Salvador Dali on the Dali Dali map.




- The hands on the Mystic House are a reference to some street art. To be honest, I don't remember where I saw this.

- The entire game, with the exception of music and sound, was made by one person.
- The last levels of the game are very similar in spirit to Serious Sam. It happened by accident, but it probably could have been influenced by the fact that in my youth I made maps for Serious Sam as a hobby.
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