The Binding of Isaac Rebirth

13AM games on why they chose Wii U for Runbow, planning Q3 release

A portion or a TorontoGameDevs interview with 13AM Games...

TorontoGameDevs: Why did you decide to work on Wii U for your first game?

13: The decision to work with Nintendo came from two factors. The first was that we wanted to get Runbow onto the platform we thought would really showcase its strengths as a chaotic local multiplayer game. As a bonus, the GamePad allowed us to create an asymmetrical mode, changing the dynamic of the game itself. The second factor was the the support Nintendo has given us right from the get-go. We would not be where we are today with the exposure we have if it wasn’t for them and their teams.

TorontoGameDevs: Do you have a firm release date for Runbow yet? Price?

13: I can only say that we are aiming for a Q3 release and that the price will not be anything unexpected or out of the ordinary. Once a few things solidify here on our end we will be able to give these details so stay tuned.

Full interview here (thanks Cloud2049!)

Pachter comments on amiibo success, thinks Nintendo should continue making hardware

WARNING - THIS IS A MICHAEL PACHTER FEATURE. If his comments enrage you, please avoid hitting the jump. If you are okay with his comments, please click through to view a video interview.

Click here to read the rest of the story...

Knapnok defends pricing of Affordable Space Adventures

A portion of a Nintendo Enthusiast interview with Knapnok...

Nintendo Enthusiast: I think that, personally, I would consider KnapNok Games to be one of the more “premium” indie developers on the Wii U. But, you have also taken a more “premium” approach to your game pricing, specifically in Affordable Space Adventures on the Wii U. That game is on the pricier side of the eShop, selling for $20. Do you feel like this higher price has had any negative affect on sales of the game? Or, do you feel that you hit an optimal price-point with the game?

Knapnok: “Of course the topic of the game’s pricing cannot be approached without the usual mention of “oh, but the game is not Affordable, ha ha”. Affordable stands for the in-game universe’s Uexplore travel company, which rents out cheap, affordable spaceships. Now that we’ve got that out of the way…

Yes, it’s true that Affordable Space Adventures is on the higher-priced end of the indie games spectrum. But users have to consider that this is a game that has taken well over a year of development to produce, and it’s sold exclusively on Wii U. We’re a small, relatively unknown studio for Nintendo fans, so we’re never going to sell the same number of copies as a title like Captain Toad: Treasure Tracker, Mario vs Donkey Kong: Tipping Stars or Pushmo. But, arguably, all of these have the same amount of work put into them as Affordable Space Adventures. So why should our game have a lower price point simply because it’s an indie game? In any case, I think the game’s positive critical reception has helped a lot and sales of the game have been positive so far, so it’s obvious that in the end people cared more about the quality of the title rather than the price.”

The Swindle gives you 100 in-game days to grab as much loot as you can

The Swindle limits you to 100 lives before it's game over. Those lives tie to in-game days, so you have 100 days to pull off heists and grab as much loot as possible. After those 100 days, the government installs security measures that make your heists impossible. Below you can learn why this idea was used and where it came from.

“The idea was always that you leave the level whenever you like. It’s a burglary job, right? There’s no running from right to left and then you’re done.” What this means is that you decide when you’ve amassed enough of a take to make this a good use of one of those hundred days. But if there was no limit, you could just grab the easiest cash over the course of thousands of plays, slowly working your way up in a low-risk manner.

The 100 days limit came in as another resource, separate from money, and as soon as it went in it made the game so much more exciting because it made the money mechanic much more interesting to play with.” Marshall continues. “You know that you need £30,000 to get this upgrade you need, but you’re not sure you can get it, you’ve only got a few days left. Once it was brought in, it focused the design a lot, and made the game feel a lot more pressurized, which I think it needed, as it’s about burglary.” - Dan Marshall, dev

King's Quest: A Knight to Remember could see Wii U release

A portion of a Dtoid interview with Matt Korba, President of The Odd Gentlemen

D: Was there any consideration in terms of developing for Wii U?

MK: If the game does well it can definitely end up there as well as some other platforms. But, we are still a relatively small team and 5 platforms at launch almost killed us!

Full interview here

Suda51 shares thoughts on the future of No More Heroes, has some ideas

A portion of an AnimeNewsNetwork interview with Suda51...

ANN: You stopped that tradition after No More Heroes, though, because you haven't killed off Travis yet.

S: Well, I definitely want to see Travis again. Not just in the sequel, either. His life is really interesting, so I want to talk about his story again. I want him to grow up as I grow older. I'm not sure when it will be, but I want to talk about his life. So Travis is very important to me. I think he's the most loved of my characters.

ANN: So what might happen to Travis in No More Heroes 3? Will he continue to grow or fall back into his old ways?

S: My image is that he'd be living in a place where not many people would reach him, and it would be a peaceful life. And the story starts from there…

Full interview here

Splatoon devs talk character design, Squid Sisters, sound effects and the final boss

Coming from a Famitsu interview with Splatoon Producer Hisashi Nogami, art director Seita Inoue, designer Keisuke Nishimori, sound director Toru Minegishi, and sound composer Yuki Tsuji.

On early character design:

“The main emphasis was on the girl, to the extent that we thought at first whether it would be alright to not have a boy (laughs).” – Inoue

“When having a chance to design a new character, there is the fact that it’s rare to have a girl lead in a Nintendo title and also having a strong and active female may make it easier to become accepted overseas. The design was centered on the girl at first, and then the design of a boy was thought of in comparison.” – Nishimori

On the Squid Sisters:

“The staff was very particular on the dialogue, like ‘Marie doesn’t say a thing like that’, so some adjustments were made. Originally, before they were idols, they were called ‘shrine maidens’ and their role was to transmit divine messages from god to people.” - Nogami

On sound effects:

“Yes. I thought there was no other choice to have sounds of a liquid with such high viscosity than creating them myself. So I went shopping alone during work hours (laughs). I focused on buying things with high viscosity, like borax (an ingredient in making toy slime), starch, solidified jelly and wood glue. Later the person responsible for accounting was calculating these costs and inquired like ‘What’s this?’ I had the difficulty of explaining, ‘I use them in creating sounds of ink!’ (strained laugh)” - Tsuji

“By the way, a punk rock band Squid Squad is currently popular in the world of squids, but perhaps the trend will shift a bit in the future, and a different band may appear. Please look forward to it.” - Minegishi

Concerning DJ Octavio:

“It happened in this order: first the name Takowasa [Octavio in the Japanese version, tako means octopus] was decided, then he changed from a wasabi maker to a DJ, and then scratching music was put in (laughs). This background music starts with a rhythm ‘don don don don’ and it was decided to match the rhythm perfectly with the making of wasabi.” - Minegishi

Itagaki shares full translation of Famitsu interview on Devil's Third

[ News ] Here is full translation of the Famitsu interview. Check it out 8-|FAMITSU: Devil's Third is finally...

Posted by Tomonobu Itagaki on Friday, July 24, 2015

Woah Dave! a financial success, Space Dave! will have a 'different formula'

The following info comes from a Destructoid interview with dev Jason Cirillo...

"...despite the fact that we felt very strongly that we had created a truly fun game, I think even we were a bit surprised at how well it did. I think the surprise came in that we knew we'd made a very simple game that would appeal mostly to more mature gamers who grew up with score-chasing arcade games in the 80s, but what we didn't expect was the general enthusiasm we got from all crowds on all platforms. It was a very big success for MiniVisions both critically and financially.

...Space Dave! would most likely still have happened even if Woah Dave! hadn't done well. The reason being is that MiniVisions games are largely driven, in all honesty, by us making games that we want to play ourselves. They're all kinds of experimental. We're never sure if everyone else will be as in to these ideas as we are, but the passion on our end to make it is there, so we kinda roll with that. Also, probably worth nothing that Space Dave! is a surprisingly different formula, but still 100% a 'Dave' game."