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Crafting the visuals of 20XX for maximum comprehensibility

20XX is a fast-paced sidescrolling roguelike that’s found an appreciative audience on Steam since it launched last month. It mixes a decidedly Mega Man X-esque play style with generated levels to constantly test players’ twitchy jumping and shooting reactions. That’s meant that the art and animation has been a very, very important part of the game.

20XX has always worn its inspirations on its sleeve, but there’s plenty beyond that that’s informed the game’s aesthetic. says Chris King, programmer and designer at Batterystaple Games, developers of 20XX.

While a Mega Man X aesthetic appeared due to its inspirations, 20XX looks like it does not just because of where the game came from, but because its ever-shifting level structure and enemy layouts require players be able to react quickly and decisively, reading information on-screen without having to focus on it.

More than just for visual appeal, 20XX looks like it does to help players succeed at its challenging roguelike play.

“The skills gained by implementing a given asset made us much more capable of fixing up older assets, which is a good bit of why we’ve iterated on the visuals so much.”

None of that is to say that the visual style doesn’t have an aesthetic appeal to its developer. 20XX’s art style isn’t just designed for readability, but also for that same reason any developer would choose a certain art style: because it looks good and suits the game they’re striving to create. Having sprung from a Mega Man X inspiration, this meant a futuristic, mechanical sci-fi appearance, but it’s one that has continually evolved over the game’s development.

“We’ve learned a tremendous amount over the past four years while making 20XX, and ‘How to make it look better.’ has been a pretty consistent part of that,” says King. “We were new enough on the scene at first that the skills gained by implementing a given asset made us much more capable of fixing up older assets, which is a good bit of why we’ve iterated on the visuals so much.”

Part of that design process meant shifting art styles here and there, gradually changing the exact appearance of the game over time as they experimented with variations on the look they began with. They also simply learned more as they worked at the game over a four year span, growing in skill over that period.

“Somewhere in the game’s second visual iteration it took on a very colorful, Saturday-morning-cartoon kind of vibe, which ended up working really well with the game’s quick pace and need for instant player reactions.”

This is part of what would lead them to the look 20XX has now – a growing skill and a slow honing of what art style felt right to the developers at Batterystaple Games. 

“Somewhere in the game’s second visual iteration it took on a very colorful, Saturday-morning-cartoon kind of vibe, which ended up working really well with the game’s quick pace and need for instant player reactions,” says King. “Zach Urte’s style leans into the game’s rounded edges and smooth curves, and he definitely took a good bit of inspiration from Chris Sanders’ (Lilo & Stitch) work.”

“I guess what I strive for most is consistency and fidelity,” says Urtes. “I want the game to be the best version of itself, and finding what that means has been an ever-present part of the learning process. Sometimes less is more; learning where to snipe quality and when to pull back’s been a big deal for us. On a personal note, I’ve just always wanted to make a game that feels like a colorful, exciting action cartoon. I think we’ve done that here.”

That ‘action cartoon’ style was not just the result of the developers feeling their way toward the art style that felt right for 20XX, but also a way they could work on the important features of readability and reaction.

“The game’s foes and projectiles have to be clear enough that a player immediately knows what’s come on screen without having to fully shift focus to it, which turned out to be a serious challenge”

That vibrant, rounded Saturday morning cartoon style was the final step in the constant struggle toward clarity the developers had been working at. 20XX would require that same twitchy reaction time that the games that inspired it required, but the randomization aspects meant that players couldn’t just memorize enemy layouts and shot patterns. They would have to react to them with no previous experience (in that exact, repeated situation) to train them.

20XX has undergone more than one facelift since we started making it four years ago. We’ve learned a lot while making and remaking it, and one of the key lessons is that the game’s pace prefers instant readability to painstaking detail when it comes to asset and environment design.” says King. “In order to avoid getting in the way, the game’s foes and projectiles have to be clear enough that a player immediately knows what’s come on screen without having to fully shift focus to it, which turned out to be a serious challenge.”

King and the development team would need to make enemies and their projectiles crisp and visible without requiring the player take their attention away from what they were doing, requiring their visuals be recognizable at a glance. If it required any more attention than a moment’s peek, or drew even slightly more focus to identify them, the game would fall apart.

“Spine (our animation software) lets us layer animations on top of one another, so we don’t have to be too concerned about what movement state a player is in on attack-press – we can always snap to action instantly when required.”

They made that less of a problem by focusing on the animations of the characters and enemies. “Crisp gameplay is key,”  says King. “In a game like 20XX, it’s super important that every button press results in an action instantly, and that dictates how most of the player animations need to play out. If it takes Nina three frames to raise her buster before firing, or if Ace’s base sword slash takes three frames to get in front of him and deal damage, the game’s immediately much worse.”

Players needed to be able to react to surprising situations they hadn’t seen before in 20XX, or to enemy attacks that might not immediately jump out at them. They had worked to make these attack visuals stand out, but if the player couldn’t react to them quickly enough, their work would have been wasted.

“Spine (our animation software) lets us layer animations on top of one another, so we don’t have to be too concerned about what movement state a player is in on attack-press – we can always snap to action instantly when required,” says King. “To make up for that a little, we add more weight to the non-player-action animations – things like landing, stopping, lowering your weapon, etc all get a little more detailed since they’re not instant-player-input sorts of actions, and them taking a little time doesn’t cost us anything.”

“Games like 20XX are all about pattern recognition when it comes to dodging bad guys, so super conspicuous tells before enemies take action are really important.”

The player’s attacks in 20XX are all instantaneous, allowing players to switch it an attack animation the moment they sense they need it. This deliberate decision to animate in this was would be key to allowing players to deal with new threats or changes in the environment quickly, rather than force them through a few frames that may result in their death. Readability was important with the art style, but being able to react to what is read with a quick attack animation was the other half of the equation.

And that’s not to say that there aren’t some elements of memorization at play, either. “For enemies, it’s the exact opposite,” says King. “No enemy should attack without warning – games like 20XX are all about pattern recognition when it comes to dodging bad guys, so super conspicuous tells before enemies take action are really important.”

Enemy animations would have long tells that the player could learn to recognize, as while stages were generated, enemies would still have known actions and behaviors players could pick up over time. Even for a brand new player, these kinds of animated tells would indicate that an attack was imminent, getting the player ready to use their tools to react and dodge or fight back.

These three items – focusing on readability in visuals, quick player attack animations, and enemy attack tells – form a means of keeping the action at a fast pace while still giving the player tools to instantly know what is happening and how to react to it appropriately. Through these animation details, a player is given multiple levels on which to deal with a threat that they see clearly before it’s coming, see clearly when it’s on its way, and be able to drop everything and deal with it.

“First and foremost, the game’s visuals serve to abet its rock-solid gameplay — after that, we hope it’s nice to look at,” says King.

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Video Game Deep Cuts: The Creative Loot Box Observer

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


[Video Game Deep Cuts is a weekly newsletter from curator/video game industry veteran Simon Carless, rounding up the best longread & standout articles & videos about games, every weekend.

Some of the highlights include the history of Creative Assembly, a disassembly of the loot box phenomenon, and analysis of the cyberpunk standout Observer.

While not a long-read, I wanted to point out something you might have missed – Amazon’s move into Echo buttons, which will be used specifically for family games.

Though the concept that you might play audio-only games seems a bit weird to start with, we’ve been playing the Jeopardy game on Alexa fairly regularly in our house, and it’s lots of fun. (Particularly because it tells you your ranking against other teams.)

There are others thinking about visual party game solutions using cellphones, too, from Jackbox Games to Sony’s relatively slept-on PlayLink series. It’s all an interesting crossover that brings to mind the late and sadly lamented 1 vs. 100 Xbox Avatars game. There’s some fertile ground here, folks!

Until next time…
– Simon, curator.]

——————

What Other Games Can Learn From the Bullet Hell Genre (Amr Al-Aaser / Paste Magazine)
“When you hear “bullet hell” what do you think of? It’s not a new term, but it’s gained increasing prominence in the mainstream games discussion over the last decade, and is often associated with any game with overwhelming numbers of enemy projectiles.”

World Record Progression: Half Life 2 (Summoning Salt / YouTube)
“[SIMON’S NOTE: this mini-documentary explains how the speed run for Half-Life 2 was gradually improved, and is, naturally, mindbending in several different places – all his videos on speedrun progression are super-interesting btw.]

Postmortem: Greater accessibility through audio in Killer Instinct (Zachary Quarles / Gamasutra)
“One of the main audio goals for our fighting game reboot Killer Instinct (KI) was player feedback.  We wanted to make sure that someone knew exactly what was going on at any given time using audio alone.”

Pilotwings’ Lost Open World Reboot (DidYouKnowGaming? / Unseen64 / YouTube)
“Factor 5’s Pilotwings reboot was an open world game developed exclusively for the Nintendo Wii. The project originated on the Nintendo GameCube, but was eventually pushed onto the Wii. Factor 5 experimented with with a kind of head tracking glasses that affected what was displayed in relation to the player’s position. [SIMON’S NOTE: with lots of unseen footage from the creators!]”

From shareware superstars to the Steam gold rush: How indie conquered the PC (Richard Cobbett / PC Gamer)
“Indeed, the world of indie development is now so important that it’s hard to remember that it’s only really a decade or so old. That’s not to say that there weren’t indie games before then, as we’ll see, but it was only really with the launch of Steam on PC and services like Xbox Live Arcade that the systems were in place to both get games in front of a mainstream audience.”

Video Games: Access To The Computer Age (Jorge Reina Schement / Los Angeles Times via Simon’s Twitter)
“[SIMON’S NOTE: a 1982 editorial about courts banning game arcades, pushing back & suggesting there’s long-term ‘academic value’ in having kids grow up with games. Which there was! Found via a separate article in an arcade trade mag, original discovered by the Video Game History Foundation Discord I hang out on.]

Gaming’s Toxicity Problem Can’t Be Solved With DMCAs or Valve Charts (Katherine Cross / Glixel)
“What is equally clear is that if you’re a developer, despite profiting from your work, Valve will not protect you when their platform is used to organize abuse against you or your colleagues. This abstentionism, of course, only nurtures the worst of gaming culture.”

Applying 3D Level Design Skills to the 2D World of Hyper Light Drifter (Lisa Brown / GDC / YouTube)
“In this 2017 GDC talk, independent level designer Lisa Brown explores how level design skills transfer between different formats, comparing her work on 3D titles Insomniac Games to her work on the 2D game Hyper Light Drifter.”

The Company That Wants To Replace Textbooks With Video Games (Chloe Spencer / Kotaku)
“On any given day, CEO André Thomas arrives at his company Triseum’s office in Bryan, Texas at nine in the morning. While this is when Thomas gets in, his work day usually starts hours before by checking sales on the company’s educational video games.”

The doors close on The Chinese Room – for now (Wesley Yin-Poole / Eurogamer)
“Just under a year after the launch of Everybody’s Gone to the Rapture, a “walking simulator” about dealing with loss in Shropshire in 1984, it won three BAFTAs. For its developer The Chinese Room, it seemed things couldn’t get any better. Fans anxiously awaited the studio’s next big project. They’re still waiting. [SIMON’S NOTE: one of the most honest dev interviews I’ve ever seen.]”

Retronauts Micro 70, plus the inside story of Oregon Trail (David L Craddock & Jeremy Parish / Retronauts)
“The following excerpt comes from Break Out: How the Apple II Launched the PC Gaming Revolution by David L. Craddock… In this chapter, roommates and student-teachers Don Rawitsch, Bill Heinemann, and Paul Dillenberger work around their teaching schedules and brainstorm game design for the first version of The Oregon Trail. [SIMON’S NOTE: there’s also a podcast about the book in here.]”

Games Industry Lobbyists Praised Trump, and No One Should Be Surprised (Patrick Klepek / Waypoint)
“More than a few people winced yesterday when the Entertainment Software Association, the Washington, D.C.-based trade organization representing the video games industry, issued a press release in which they praised President Trump for “bold leadership in computer science education.””

The New Flesh | Observer (Zach Budgor / Heterotopias)
“Observer is the rare cyberpunk story that refuses to fetishize its milieu, even today, 30 years after the genre’s inception. William Gibson’s early work, despite its incalculable influence, still throbs with the low-level hum of awestruck Japanophilia subsumed into equally stylish noir tropes.”

The story behind the design of Dishonored: Death of the Outsider (Gamasutra staff / Gamasutra)
“Gamasutra staffers recently had the pleasure of talking to Harvey Smith of Arkane Studios while livestreaming Dishonored: Death of the Outsider, the well-received standalone followup to Dishonored 2. Smith’s comments about the design of various features in the new game, and in the franchise more generally, were fascinating. So fascinating that we decided to transcribe portions of the stream.”

Games on the Mersey, Part 4: The All-Importance of Graphics (Jimmy Maher / Digital Antiquarian)
“Psygnosis’s first games had been created entirely in-house, with much of the design and coding done by Lawson and Hetherington themselves. In the wake of Barbarian‘s success, however, that approach was changed to prioritize what was really important in them.”

The untold origin story of Creative Assembly (Robert Purchese / Eurogamer)
“”The aim was earning a living,” says Tim Ansell. There were no dreams of strategy epics and no dreams of blockbusters. In those days people wanted PC ports of Spectrum and Mega Drive games, and they wanted 23-year-old Ansell, apparently the only person in the country capable, to make them.”

Loot boxes have reached a new low with Forza 7’s “pay to earn” option (Sam Machkovech / Ars Technica)
“At this point, it would take something monumentally stupid to reverse the “loot box” trend in video games. The practice, which combines real money, virtual items, and random chance, has been found in various free-to-play games for years (and has been showing up more in fully priced retail games recently). [SIMON’S NOTE: detailed & vital rant against something which may be important for devs to fund games, but can go wrong pretty quickly.]”

One Man’s Journey From Welfare to World’s Hottest Video Game (Yuji Nakamura & Sam Kim / Bloomberg)
“Three years ago, Brendan Greene was on welfare in his hometown of Kildare, Ireland, getting an earful from social workers about how he should stop wasting time developing free computer games. “They were telling me to look for jobs or I’ll be cut off,’’ says Greene. “I kind of ignored them.””

The Dungeons & Dragons-loving geeks who became the godfathers of gaming (Sam Leith / The Spectator)
“‘I have a slight bone to pick with you,’ I tell Ian Livingstone as he makes me a cup of coffee in his airy open-plan kitchen. ‘This is a bone I have been waiting to pick for, oh, 35 years. That bloody maze!’”

Flash games and the importance of disposable media (Phil Salvador / The Obscuritory)
“When Adobe announced plans to discontinue Flash earlier this year, people rightly mourned that we’d soon lose the ability to easily play over two decades of amateur games and animation. Gigantic collections, like nearly the entire library of the game platform Kongregate, will rapidly become obsolete.”

Jaedong fights the end of his career with reckless abandon (Young Jae Jeon / ESPN)
“”I’ve been playing for 15 years now. My body is wearing out.” His eyes are bloodshot, his face pained. His tone is subdued, his voice a half-whisper. It feels nothing like a victorious postmatch interview. He almost looks ready to cry. [SIMON’S NOTE: potentially aging out of eSports at… 27?! It’s a young person’s game out there.]”

——————

[REMINDER: you can sign up to receive this newsletter every weekend at tinyletter.com/vgdeepcuts – we crosspost to Gamasutra later on Sunday, but get it first via newsletter! Story tips and comments can be emailed to vgdeepcuts@simoncarless.com. MINI-DISCLOSURE: Simon is one of the organizers of GDC and Gamasutra & an advisor to indie publisher No More Robots, so you may sometimes see links from those entities in his picks. Or not!]

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Review: BUTCHER (Switch eShop)

The news that DOOM is on its way to the Switch will have no doubt excited many Nintendo players who never had the chance to play the game when it was initially released last year. We still have some time to kill until it arrives, however, and luckily Crunching Koalas has brought the “DOOM-inspired” game BUTCHER to the console whilst we wait. Can it fend off our cravings for id Software’s mega-hit for now, though? Well, the instant inclusion of a chainsaw is a pretty good start!

BUTCHER is a fast-paced, 2D shooter which asks you to travel through hellish lairs full of enemies that seem intent on brutally murdering you in the face; the general rule here is “if it moves – shoot it”. There are a variety of weapons that you collect as you progress through the game – the aforementioned chainsaw, a shotgun, an assault rifle, a flamethrower, and so on – all of which will come in handy for different enemies or individual play-styles. As you travel around the levels you’ll also find things such as health and ammo – constantly keeping an eye on your current state for both of these is essential.

Things can get pretty intense very quickly; the enemies just keep on coming as you explore each small section and there are moments where you have to survive an “extermination” round where you get surrounded from all sides. Despite the 2D approach, the game actually manages to physically feel a little like a 3D first-person shooter at times (especially when using the optimum setup of a Pro Controller and the TV). This is thanks to the fact that the right control stick is used for your aiming and can be put in any direction – it feels great too; your aim snaps on to nearby enemies allowing you to really whizz around the screen, jumping or running as you fire your weapons.

Each shot feels incredibly satisfying too – probably in part thanks to some wonderful sound design. Every gun shot is loud and powerful-feeling; it has a real ‘oomph’ to it when you press the trigger. The soundtrack on the whole is rather wonderful too, actually; there are some genuinely creepy sounds of things dying and screeching in the background as if you have been thrown into the fiery depths of Mordor – it’s great. The visuals continue this success too; its pixelated look takes a little getting used to at first, but soon it really starts to feel natural and everything clicks into place.

Each of the game’s five areas (six if you include the devilish final boss) looks completely different too. They each have their own theme – a volcano, a jungle, and a city for example – and these differences affect how the levels are put together. The jungle levels make use of verticality (deep bodies of water and highly stacked ledges are often found here), whereas other areas might trap you into really narrow, horizontal areas. The gameplay itself doesn’t change that much, however; the goal is always to simply ‘not die’ and activate switches when necessary until you reach the exit.

That is probably BUTCHER’s only downfall – there is a lot of repetition. There are things in place to combat this such as the different area themes and the steady introduction of new weapons and enemies (mechanical spiders with rotating saws, anyone?), but essentially every level is a case of move, shoot, press switch, move, shoot, etc. Another thing that may be seen as a negative by some is the level of difficulty, although other players will no doubt love this aspect. The game isn’t ashamed to admit just how hard it is; when loading for the first time it instantly tells you that “the easiest mode is ‘HARD’!”, which, whilst not completely true, does set the scene rather accurately.

The easiest mode that you can choose is in fact “Casual”. Here, the challenge is almost entirely taken away; the enemies take much longer to fire at you, items you pick up give you double the amount of goodies that they usually would, and you’ll often find yourself just running carelessly through areas with no concern whatsoever. This really isn’t the case on the game’s ‘Hard’ (or even harder) difficulties, though. Things can get incredibly brutal on these modes but, thankfully, it is never unfair – you can study the enemies’ locations and patterns of movement to try and figure out better ways of tackling situations when you restart a level. By no means does this mean you’ll ever find yourself thinking “hey, this is easy!”, but it does mean that dying over and over again does actually feel worth it.

Conclusion

To answer our initial question, then: yes, BUTCHER is a great game to play if you have that DOOM itch, as well as being a great game in its own right. It feels fantastic to play; your movement and shooting feel wonderfully responsive and every trigger press is immensely satisfying. It could have been better with more content, and Handheld mode doesn’t feel quite as impressive as TV mode, but for the price you can’t really go wrong with what is an enjoyable game that does ultimately do a lot of things right. Maybe one for those who like their games on the more challenging side – give it a chance if you’re brave enough!

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Deals: The Best Nintendo Switch Micro SD Cards

If you’re the proud owner of a Nintendo Switch then chances are you’ve already realised that the 32GB the system comes with is woefully inadequate if you’re planning on downloading loads of lovely games from the eShop.

Thankfully it is easy to boost the storage by using Micro SD cards for Nintendo Switch. While the Nintendo Switch technically supports Micro SD cards as big as 2TB, these don’t exist yet and would be far too expensive for the average consumer even if they did. Realistically at the moment you’ll want to buy a 400GB card at the top end, and maybe consider a lower-capacity option if you don’t want to hurt your bank balance too much.

With that in mind here are the best Nintendo Switch Micro SD cards on the market right now. We’ve tried to include an option to suit all budgets, because we’re nice like that.

Please note that some of the links below are affiliate links. If you click them and make a purchase we may receive a small percentage of the sale which helps support the site. Please read our FTC Disclosure for more information.

SanDisk Ultra 400GB microSDXC Memory Card

SanDisk have finally released a Micro SD card with a capacity of 400GB. This is a fantastic option for Switch owners who plan to download a lot of retail games, of course it comes with a high price tag at the moment.

Samsung 256GB EVO+ Micro SD

Let’s get one of the most expensive cards out of the way first. The Samsung 256GB EVO+ isn’t cheap, but it’s reasonable when compared to the prices of other quality brands. If you’re after a long term investment for your Nintendo Switch which you won’t have to swap out after a year or two then this is a good place to start.

SanDisk Ultra 200GB Micro SD

Did you even know that 200GB capacity Micro SD cards were a thing? Realistically this card is probably your best option – it’ll give your Nintendo Switch a more than adequate boost storage, while not breaking the bank at the same time. SanDisk is one of the most reputable brands in the memory card business, so you can’t go wrong here.

Lexar High-Performance 128GB Micro SD

If you’re not planning to download many retail games then a 128GB Micro SD card will do just fine. These offer a great balance between cost and capacity. Heck, it might even be worth buying two 128GB cards and just swapping them over when needed. The UK version of this product also comes bundled with a nice looking Micro SD card USB reader which we’re sure will come in handy.

SanDisk Ultra 128GB Micro SD

We’ve thrown in another 128GB micro SD into our guide as we think they are probably the best bang for your buck and the SanDisk branded cards are known for their high quality. You won’t go too far wrong here.

Samsung EVO 128GB MicroSDXC

This 128GB option from Samsung should give you enough space for a fair few eShop purchases, and it won’t break the bank, either.

Toshiba Exceria 128GB Micro SD

Toshiba has two excellent value cards on the market at the moment, including this 128GB option which should be enough for most Switch owners.

Samsung EVO Select 64GB Micro SDXC

Here’s an option for those who really don’t plan on downloading too much on to their Nintendo Switch. This will still give a nice boost to the paltry 32GB onboard memory for basic functions like game patches and DLC, and you’ll even still have room left over for some great indie games too. This could be a good option for you.

Toshiba Exceria 64GB Micro SD

This is Toshiba’s other offering. 64GB isn’t much additional storage but these cards are quite cheap, making them ideal for those of you who plan to buy retail games mainly and don’t want to spend too much money on expanding your Switch storage.

Whichever Micro SD card you pick, you’re going to be increasing the potential of your beloved Nintendo Switch. If you plan on taking your Switch out with you on your travels, having a large capacity will be a great idea as you won’t need to carry loads of pesky carts around with you.

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Digital Foundry Does a Deep Dive on the Super NES Classic / SNES Mini Emulation

Plenty of us will have been playing the SNES this weekend; well, a very small SNES. The Super NES Classic / SNES Mini arrived on 29th September, and we think it’s pretty darn good. It’s an interesting bit of kit from a software perspective, too, as Nintendo finally emulates Super FX to bring us some games that never made it to the conventional Virtual Console platforms.

When you dive deep into the emulation, though, how good is it? Digital Foundry goes all in with a 30 minute look at the technology, individual games and potential alternatives. If you’re into the small but important details of retro emulation, it’s well worth a watch.

Anyway, time to play more Star Fox 2

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Feature: Learn More About Indie Pogo, a Quirky Brawler Featuring Iconic Nindies

Indie Pogo, from developer Lowe Bros. Studios, is not only a love letter to Nintendo fighting institution Super Smash Bros. and similar brawlers, but is also an ultimate indie game collaboration; it features characters from many popular indie (and ‘Nindie’) games. The Kickstarter for the project is well under way, though sadly its Switch stretch goal is still some way off; at present the GameMaker engine isn’t supported on Switch, which means it’d need to be ported to a new engine unless that scenario changes.

As Indie Pogo features so many characters and IPs familiar to eShop gamers, however, we just had to know more. We took the chance to talk to the masterminds behind such a bonkers yet gloriously ambitious project. 

First of all, congratulations on the reaction to your kickstarter project, Indie Pogo.

Oh, hey there! Yeah It’s been incredible. It definitely justifies the last 3 years of development!

How has the development process been so far?

Honestly, it’s been somewhat of a struggle. Not the development on the game itself, but situations in my life that have happened as a result of me deciding to go indie. You sacrifice a ton of stuff in order to make these happen, independent of a publisher, such as a stable career and many of life’s finer things. That said, I wouldn’t do anything differently if I were given the chance. No regrets.

What attracted you to develop a game with such a wide variety of characters?

I’ve always been somewhat of a collector/completionist. When we decided early on to make it a crossover, it’s in my personality to strive towards having ALL the best cameos. So far, I’m pretty happy with the one’s we’ve got! Funnily enough, it wasn’t always meant to be a cameo crossover. It was meant to be a marketing platform for our own games where we would retroactively add new characters in with each release. That’s why Stardrop is a playable fighter.

We can see there may be a few aesthetic and technical Influences. Was there a particular aspect of the game that was the focus or did everything come together organically?

I was primarily influenced by 4 games: Slambots (iOS) was the first. It’s an autojumping arcade platformer that I played and thought “What if this were multiplayer?!” The humorous tone and retro art style is very much inspired by Legend of the Mystical Ninja (SNES). As we developed the basis for the engine, we kept saying “this feels like it needs more X to make it competitive” which where the obvious Super Smash Bros. inspiration comes into play. And the simple movesets that have communicative functionality stems from my unhealthy obsession with League of Legends!.

I learned a design process in my time at Zynga called “The Onion.” Basically, it means you don’t develop ANYTHING until the base is solid. For us, that was autojumping. That meant we narrowed in on gravity/momentum, landing squish, dust particles, collision, jumping/landing sound effects, etc. And then you build out naturally from there. So we added a second instance of the prototype character and focused on hitstun, visual effects, head-jump, sounds, knockback, facedown state….all before ever looking at attacks, character traits, weight classes and more. You essentially build in layers, and this gives a great result because you’re not building up incomplete systems with the intention to fix things later. In game design, that’s like building a house in quicksand.

Since the announcement of the kickstarter, it’s been incredible to see the reaction from fans and devs offering support and contributing IP. How has it been for you?

It’s honestly been so vindicating. I’ve had movesets planned for some of these newly recruited characters for years. Keep in mind, I’m a HUGE fan of these characters and worlds, otherwise I couldn’t justify including them.

It’s also nice to see that the social connections I’ve carefully built have been paying off. It almost feels like we’re in the center of a big indie network. I think it’s been a good time for many people involved!


Not only has the reaction been (rightly) fantastic, but seeing the roster increase ‘in real time’ on social media is pretty uncharted territory. That must be exciting.

It’s funny you should mention that because I was thinking the exact same thing. I can’t think of another instance where a project has expanded so rapidly in such a public manner. We’re definitely doing things nobody else has done before and it’s easy to forget that in the heat of the moment. We get compared to Super Smash Bros. a lot (and I definitely stoke that fire) and I think there’s a natural tendency to advertise character reveals in a similar way. But we’re doing our own thing, regardless of what Smash or other indie crossovers are doing. I think that’s important in order to maintain our identity.

Also, the sense of community amongst indie developers is unprecedented. How has it been making these new relationships?

It has definitely gotten easier lately. We’re finally able to ride on the momentum we worked hard to build. There have been quite a few times when a studio or developer has given us the hookup with another studio. I try not to ask for that until I’ve proven we can implement their character/world in a way that’s faithful to the original. I think that’s an important thing when building trust: to gain respect, one must respect their counterpart’s work.


With little to no characters initially, how did the look of the game start and develop?

I think that the best word to use here is simple. And that was part of the reason we were able to make a strong foundation. We had to make something unique and polished in order to appeal to some of the more famous studios. I think if we had started out with all the flashy characters and well-known IP’s the game would be very different at it’s foundation. I’ve always said, beyond anything else, I just want to make a good game. And then I want to make a good indie crossover. Because you can have the best graphics or all the famous indies in the world, and nobody will care if the game isn’t fun.

There is of course one game above all others that the game resembles…!

If you’re referring to Super Smash Bros. I obviously see some similarities, but by no means are we a clone. I don’t think it would have done anybody justice to simply clone Smash and call it a day. That would have been easy. We want to be memorable.

Does the team have tournaments?!

We’ve never done any public tournaments, although we usually have a crowd of players who like to stay at our convention booth for hours and compete! Internally, my brother and I testplay everything in detail. That’s how I’m confident we’ve made something fun. He’s my rock in many ways, even though he’s only a part-timer on this project.

One of the stretch goals is to get the game onto Nintendo Switch. Indie Pogo seems perfect fit for the system.

I am heavily influenced by Nintendo games in my art style and game design values.  So I think it’s natural that the game I create as a result would fit there! 

Are you excited about potentially working with Nintendo?

I SINCERELY hope Yoyo Games and Nintendo can allow GameMaker to port to Switch. I’ve owned every Nintendo console since the NES. That would be an absolute dream come true for me.

What games influenced you growing up?

Super Mario RPG: Legend of the Seven Stars (SNES) is still one of the best games I’ve ever played. It has a way of being so much more than the sum of its parts. That and The Legend of Zelda: Majora’s Mask are games I think about often. But I let myself be inspired by many mechanics from many games. It’s hard to pinpoint them all.

Have you got a Switch? If so what are the games you are playing?

Personally, I’ve not been able to afford one, but I’ve played more than enough Breath of the Wild on my brother’s Switch. Once this Kickstarter is done, I may splurge so I can study the market! My brother and I sincerely loved Snipperclips as well. I’d love to see that in Indie Pogo.

What was your interest regarding the rumours and announcements around the NX (Switch)?

Well the only rumor that keeps my interest are the whispers regarding GameMaker porting….And I’m certainly curious to see if Nintendo will port Smash to Switch. I’d be shocked if they didn’t.

Have you had the chance to look at the Switch’s unique features/ have they been experimented with?

I haven’t spent too much time with a Switch. I hear HD Rumble is pretty neat. Nothing jumps out at me as being so revolutionary that my next game would have to be centered around. But I love that it can be portable and a console. There’s definitely some interesting game design possibilities to come from that.

All the best for the Kickstarter campaign.

Thanks! Keep a weathered eye on that pledge! We’re over half way!


You can follow the project’s progress over on its Kickstarter page.

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Deals: Upcoming Nintendo Switch Games And Accessories For October And November

Can you believe it’s October already? It’s a great time to be a Switch owner; we’ve recently seen the release of Mario + Rabbids Kingdom Battle and Pokkén Tournament DX and there’s still lots more to look forward to in the coming months. 

So, what’s on the horizon for Nintendo Switch fans, then? We’ve complied a list of all the good stuff coming out at retail in October and November, so you don’t miss a single thing.

Please note that some of the links below are affiliate links. If you click them and make a purchase we may receive a small percentage of the sale which helps support the site. Please read our FTC Disclosure for more information.

Super Mario Odyssey

27th October cannot come soon enough, with Super Mario Odyssey set to be an epic Mario adventure with the themes of exploration and travel. You’ve got this one pre-ordered already, right?

Fire Emblem Warriors

Another big game in October is Fire Emblem Warriors. This hack-and-slash action game developed by Omega Force, Team Ninja and Intelligent Systems is sure to be a winner.

The Elder Scrolls V: Skyrim

One of the Switch’s earliest confirmed third part titles, The Elder Scrolls V: Skyrim isn’t far away now. Are your ready to give up hours of your life to this RPG classic?

L.A. Noire

This was certainly a shock announcement but we can’t wait to get our hands on this modern classic when it hits Switch this November, complete with motion controls, touch-screen commands and much more besides.

More Awesome Nintendo Switch Games

Other than Super Mario Odyssey and Skyrim there are lots more Switch retail games which might take your fancy in October and beyond.

Nyko Portable Nintendo Switch Docking Kit

While we love the official Switch dock, it’s not the most portable of devices. The Nyko Switch Docking Kit is certainly a solid alternative. At only $49.99 it is reasonably priced, too.

Awesome Accessories For Your Switch

We saw a whole slew of interesting accessories released for the Switch in the past few months, but more are on the way. Here are some tantalising accessories coming up in October and beyond which we found for your consideration.

So that’s it for October and November – did we miss anything? Let us know with a comment and also tell us if you’ve preordered any of these goodies!

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Next Week on Xbox: New Games for October 2 – 8

Hello and welcome to Next Week on Xbox! A great variety of titles are hitting this week, like the refined version of the RPG classic Dragon’s Dogma: Dark Arisen, the endless-wave, sci-fi inspired shooter Let Them Come, and the Battle Royale classic The Culling 1.0 will graduate from the Xbox Game Preview program! Read on for further details about these games and more and come back next week for another edition of Next Week on Xbox.

theHunter Screenshot Games
Go hunting in a beautiful open world teeming with life, from majestic deer and awe-inspiring bison, down to the countless birds, critters and insects of the wilderness. In addition to its rich single-player experience, theHunter: Call of the Wild offers unique multiplayer options – co-op and competitive – for up to 8 players.
Mystik Belle ScreenshotGames
Trouble is brewing at the Hamore School of Witchcraft, and the only freshman witch-in-training Belle MacFae can put things right. As Belle, you must seek out the three crucial ingredients of the Walpurgisnacht Brew, which means investigating the school’s colorful 2D landscapes in a quest that combines elements of nonlinear exploration-based action-platformers and class object-oriented adventures.
Let Them Come Screenshot Games
You are Rock Gunar, mercenary gun for hire with alien blood on his hands. Twitchy trigger fingers and focused battle tactics are the order of the day as you take on this ultimate survival mode challenge to wipe out every alien on this ship. You will die — a lot — but sheer brute force plus cool ammo and weapon upgrades will help you take these vermin down, one wave at a time.
Dragons Dogma Screenshot Games
The critically acclaimed action-RPG Dragon’s Dogma: Dark Arisen combines exhilarating and deep combat with the freedom to explore the huge open world of Gransys. Choose between nine different classes, embark on your own adventure, and use the deep combat system to wield devastating skills and magicks to take on fabled monsters. Includes all DLC, making this the ultimate version of Dragon’s Dogma: Dark Arisen.
Mable Void Screenshot Games
Drop into the retro-futuristic world of Marble Void! A 3D Platformer inspired by old school platformers, Marble Madness, Marble Blast Ultra and the 80’s. Pilot your Marble through puzzles and skill based obstacles to complete stages. With 3 tiers of difficulty and mini games, Marble Void is easy to pick up and play, yet tough to master! Moving platforms, switches, teleporters, gravity modifiers, kill spheres and more await you in 40+ stages of varying difficulties. Great for all ages!
N++ ScreenshotGames
This is the long-awaited sequel to the legendary N+, rewritten from scratch to be bigger, better, and more beautiful in every way. N+++ is a fast-paced, momentum-based platformer about darting around obstacles, narrowly evading enemies and collecting gold in a beautiful minimalist landscape.
Inversus DeluxeGames
Inversus is a negative-space shooter up to four players. Movement is constrained to opposite colors of a black and white grid. Each shot flips tile colors to block, trap, and close in on the enemy. Both online and local couch play are supported. The competitive mode pits you against other players; single-player and co-op have you face endless waves of enemies together as you fight for the highest score.
Jydge Screenshot Games
Build your own cybernetic JYDGE and eradicate crime in the never-sleeping megacity of Edenbyrg. Create your own play-style by augmenting your JYDGE, modifying your Gavel rifle, and choosing fearless companions to suit the tasks at hand.  
The Culling Screenshot Games
In a remote arena, 16 contestants have 20 minutes to explore, scavenge items, craft weapons, build traps, hunt, and kill each other. Face to face, mano a mano, this is Battle Royale in its most brutal form. That means only one will be crowned the winner.
Bulb Boy Screenshot Games
An intuitive horror adventure about a boy with a glowing head. Inspired by Machinarium and Gobliiins, you’ll solve puzzles, defeat wicked monsters, and reveal Bulby’s abilities to unfold a twisted tale. Ohhh… And don’t forget to save your Grandpa-raffin and Mothdog from the frightening darkness.
Iron Wings Screenshot Games
Take down the Nazi aerial menace across a rich campaign of missions, each with numerous objectives and enemies as well as side objectives in this World War II air combat game. Work with your partner to assign objectives together in order to succeed.
Zombie Party Screenshot Games
Go on a time traveling adventure, or delve deep into procedural dungeons full of gold, loot, and secrets! Upgrade your guns with mods and artifacts, find magic spell runes, potions, items, melee weapons, unlock 50 characters to play as, discover 150+ unique guns and weapons, launch teddy bears that explode into fire, blow up your friends with heat-seeking missiles, and get to the final zone to kill the Dance King.
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Hardware Review: Pokkén Tournament DX Pro Pad by Hori

Pokkén Tournament DX is one of the more recent retail big-hitters on Switch, and with it Hori has released a new version of its Pokken Tournament Pro Pad, fittingly dubbed the Pokken Tournament DX Pro Pad.

We’re fans of the original, and the same things we liked are still present. The same design that’s based on the arcade controller which is also made by Hori. The pad features a cross-shaped d-pad in a concave section on the left of the controller, which makes it easy to roll your thumb around the pad without it catching or creating unnecessary friction.

The bottom of the controller is lined with the Select/- Start/+, ZL and ZR buttons. There are four large face buttons in a cross shape mirroring the layout Nintendo has been using since the SNES era, and there are two oversized triggers on the back where one’s index finders would naturally come to rest. We would have loved to see a home button added to the controller’s layout, as there’s no way to power on the console using the pad right now.

The controller plugs into the Switch dock via USB; it uses a type A connector, meaning it unfortunately can’t be used in tabletop mode, which is a shame considering Hori also makes a Switch stand that would pair perfectly with this controller. You can remedy the issue with a USB type c to USB type a converter, which we would have loved to see in the box, but ultimately isn’t a dealbreaker. The built-in cable is also plenty long, meaning it should reach from your dock to your couch in most typical setups.

We spent many hours playing around with this controller and it was a joy to use throughout our testing. The pad feels very comfortable and the buttons have just the right amount of travel to them. The shoulder buttons aren’t overly sensitive, so even with your fingers resting on them you aren’t going to find yourself pushing them by mistake.

The build quality of the Pokken Tournament DX Pro Pad is superb. After extended sessions and exposure to domestic life in the form of children and pets, the pad still has its attractive black and grey finish intact, and the glossy backing on the face of the controller shows no signs of wear.

Most impressively, however, the new iteration of the pad works with any Switch game you throw at it, as long as they can be controlled completely with the pad’s limited amount of input as it lacks analogue sticks. We played through Sonic Mania on the pad and actually preferred it to the Switch Pro Controller for this particular application.

In summary, for $24.99 you can’t go too far wrong with Hori’s Pokkén Pad. If you’re a fan of fighting games and especially if you’re a fan of Pokkén, it’s well worth considering, especially with that modest price tag. Its build quality is every bit as good as Nintendo’s own first-party offerings, albeit its functionality is more limited and focused on a particular style of gaming. Yes, we would have loved to have seen the share and home buttons make an appearance, but we can respect the singular focus on making the fighting experience as pure as possible. For every suggestion we have, there are more things we love about this controller.