There have been many unusual and iconic character combinations in the history of the 3D platformer genre, such as theiconic video game bearBanjo and his bird companion Kazooie in the namesake retro 3D platformerBanjo-Kazooie. In a similar vein,Clive ‘N’ Wrenchputs a rabbit with a monkey on its back in the spotlight for its 3D platformer adventure set across time and space as the wacky duo travels back in time in a 1950s-style refrigerator to stop the evil Dr. Daucus.
Game Rant recently interviewed solo developer Rob Wass of indie studio Dinosaur Bytes aboutClive ‘N’ Wrench’s 3D platformer video game influences and how the rabbit and monkey characters developed. Wass also explained more about the game’s unique features, boss mechanics, and how its level design works, with an idea of what newcomers and fans of the genre can expect from the upcoming 3D platforming game.The following transcript has been edited for clarity and brevity.
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Q: Could you tell us a bit about how you got into the games industry?
A: I still don’t really feel like I’m “in” the games industry, to be honest! The best answer is probably that I was frustrated that (in 2011) my favorite genre, 3D platformers, was basically dead. After making a YouTube video moaning about it and seeing it get a positive response, I decided to dip my toe in and see if perhaps I could do something about it. Twelve years later and despite the genre being resurrected during my development, it’s nice to have seen it all the way to now!
Q: When creatingClive ‘N’ Wrench, whichJak and Daxtergame was most influential for you, and why?
A: DefinitelyThe Precursor Legacy. I am also fond of the latter games (especially Daxter on PSP), but TPL has the kinda pure 3D platforming I really vibe with.
Q: How didSpyrothe Dragon inspire your wacky duo,Clive ‘N’ Wrench?
A: I think largely in the way levels are designed as semi-open areas with plenty of collectibles to act as breadcrumbs to help guide you around. There’s also a number ofSpyro2-style NPCs with mini-quests that lead you to the bigger, more valuable collectibles.
Q: How do you thinkClive ‘N’ Wrenchare similar or different compared toiconic 3D platformer duos, likeBanjo-Kazooie?
A:I think most of the popular duos tend to have two big things in common, that your characters are friends (or become so), and that they combine their talents for unique and interesting movement mechanics. I suppose something that makesClive ‘N’ Wrencha little different would be the slightly strange approach to that idea, for example, Clive using Wrench himself as a pseudo helicopter rotor in order to glide!
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Q: Why did you decide to go with the rabbit and monkey duo as ‘the literal monkey on his back’, and were there any other character combinations you considered?
A: Clive being a rabbit was a pretty spur-of-the-moment thing when I was first exploring what it would mean to create this type of game, and it just kinda stuck. Wrench was a later addition to replace some of the weird gadgets I’d attached to Clive, as it seemed like it’d be more fun and make more sense to have a fully-fledged extra character instead. Him being a monkey is largely, so I could make the “monkey wrench” and “monkey on his back” puns… That’s how quite a lot of the game’s characters came to be, in fact!
Q: Why did you choose to create a main character duo rather than asolo protagonist, likeMario?
A: As I touched on before, it was quite organic as I started to expand Clive’s moves. He could hover with a jetpack, he could attack with a power glove, he could run with fast shoes… but it felt very much like they were tacked-on items, rather than something natural; and thus Wrench was born!
Q: What can you say aboutClive ‘N’ Wrench’s distinctive personalities and what that adds to their dynamic?
A: Clive is the more timid of the two, not super intelligent either, but very agile and willing to help his friends. Wrench is much more level-headed, smart, and perhaps knows more than he lets on… Wrench often acts as the guide, and Clive follows his lead (despite being the one doing the actual movement most of the time). There are several moments where you’ll see Clive acting scared or worried, and Wrench being much more blasé about things.
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Q: Could you tell us ‘N’ Wrench’s abilities, and what makes them unique?
A: The two have quite a number of moves that should be familiar to those with experience in the genre: They can run, sprint, jump, double jump, chimp chopper (glide), side flip, and crouch jump just to name a few! The more unique aspect is that these can be chained together in several different ways. For example, you could jump into a chimp chopper into a double jump, or you could side flip into a double jump and then into a chimp chopper. The result is quite a diverse move set that you can use to tailor your own favored way to move around each level!
Q: How do the game’s bosses and enemies, like Dr. Daucus, compare to iconic 3D platformer villains?
A: Some of the bosses fit into familiar “tropes” of the genre,the mad evil scientist, the brooding vampire, etc, but I think their punny names, strange backstories, and often slightly left-field “fights” should keep them interesting!
The in-game enemies can take a few different forms, some are patrolling, others have weapons to fire at you; some even barrel around in vehicles like minecarts or carriages! The way you dispatch them could be by smashing them with Wrench as you spin around, firing a cannon at them or even dropping an anvil on their head!
Q: Can you tell us a bit more about how the mechanically varied boss levels work?
A: Some of the “battles” fit into the conventional idea of a boss fight, an arena with a specific mechanic and a boss with several phases. But more often than not, they’ll be a slightly different style of level from anything else in the game. For example, Captain Bluebeard has you running through a gauntlet obstacle course in order to reach him, Annie Oaktree has you dodging flying sheep in a race to stop the train you’re on top of, from plummeting into a ravine! The idea is that each boss has a challenge that matches their personality, with the player never quite knowing what to expect.
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Q: What inspired the game’s retro,time-traveling storywith its 1950s-style time-traveling fridge and many historical settings?
A: The game is very much gameplay/fun first, and story second. As such, time travel is the perfect “get out of jail free” card to basically create whatever area I feel is fun to run around, and interesting to explore. The idea of the fridge is kind of a double barrel reference to the original design ideas forBack To The Future’s time machine, as well as the famous “blue box” featured inDoctor Who. Of course, knowing this from the beginning means I’ve been able to tie things together in such a way that some level’s stories will also fill in some of the gaps for other levels, even if they’re in completely different locations or time periods!
Q: How much freedom do players have to undertake side quests and explore alternative routes across the game’s levels and maps?
A: Most worlds are fairly open, there are some gated-off areas that you have to figure out how to unlock, but once you’re in a level you can absolutely 100% it before moving on, should you wish. Of course, if that’s not your style, you can totally just do the stuff that you feel is fun, help the characters you like and move on to the next era!
Q: What can fans of iconicretro 3D platformersexpect from the game compared to newcomers potentially just discovering the genre?
A: For the more experienced there are lots of level design ideas and mechanics that should allow them to use their existing muscle memory to really bolt around the place, blazing through the more difficult paths and finding all the references and secrets. For newcomers, you’re able to forego the more tricky mechanics and follow the easier routes to get around, with the idea that perhaps these players can come back later after having mastered their first time through!
Q: Is there anything else you’d like to add?
A: Just that I’m thankful for the interest, and that I hope you and your readers enjoy the game (and discover all its secrets)!
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Clive ‘N’ Wrenchwill release on July 06, 2025, for PC, PlayStation 4, PlayStation 5, and Nintendo Switch.
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