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Speaker 1: Hello, and welcome to a side Quest Bonus episode. My

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name is Dyl Muss and I've been joined by a

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very special guest here, Patrick Nisley of one Frog Games,

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here to talk about his game, Monochrom Heights. Patrick, We've

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been friends for many years. I've been on your podcast

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or ex podcast ish in Away a few times, and

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so it's great to have you over here. Finally, how

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are you feeling today?

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Speaker 2: Yeah, I'm doing pretty good. Thank you so much, Dylan

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for having me. I'm, like you said, I've known you

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for a while and I'm you know, really thankful that

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you asked me to come and do this, to you know,

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be a part of this. Thank you. M M.

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Speaker 1: Yeah. No, this is gonna be a fun episode really,

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all about just Monicroam Heights, the game that you've been making,

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and just you and your development and your history making

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games and that kind of fun stuff. I guess the

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origin story for people like me and you met a

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few years ago. You were part of these super Switchheads podcasts,

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and you're still involved in the community. You're still in

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the podcast every once in a while. You Hee's not

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a main host anymore, and I just love you guys

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podcast and I just took my shot. It's like, hey,

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it's kind of come on the podcast one time and

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you guys had me on there, and then you know,

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I was on there a couple more times. David has

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been over here on side Quest once, so it's fine.

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It's great to finally have you on here as well.

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So and then since then, like me and you just

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kind of talk about game development, checking in on things.

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We did a game gen earlier this year, which I

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shouted out many times on side Quest. So it's been

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a fun journey. Eve though we've never met in person,

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it feels like it feels like we have.

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Speaker 2: Yeah, that's a good point. Yeah, and also just like

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a little life lesson there to shoot your shot, like

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reach out to people like I am not good at that,

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and anytime somebody like he tells that an anecdote like that,

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I'm always reminded of, like what's the worst people can say?

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Speaker 1: No? You know, yeah, Usually it's just you just get ghosted,

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which is like it's fine, not just my life of no,

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but yeah, exactly. Okay, so let's let's talk about your

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game of it here. So Monokrom Heights is a platformer.

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I mean you've done, you've been at many, I guess conferences,

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these kinds of things you've shown off the game. You

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obviously wrote all the text on your Steam page, so

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I'm sure you have the elevator pitch down to a science.

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But do you want to give it here? What is

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Monochro Mice?

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Speaker 2: Yeah? Absolutely, I say it is a tough as nails

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two D pixel art platformer, and it's a pure platformer.

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There's no action element like you think about like Mario

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shooting fireballs or damaging enemies. This is all about straight

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up platforming. And then the sort of more gamer pitch

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that I have for people that are more familiar with

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video games and not. You actually need to be pretty

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familiar with video games for what I just said too.

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But is it's Ikaruga meets Celeste with a Mega Man esthetic?

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Is the other elevator pitch for you?

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Speaker 1: Right? Definitely has the Yeah, the Mega Man kind of

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slide to it. I feel like that's core to the

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to the movement of the game. Yeah, And I will

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say so, I've I've played the game before, but I

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actually haven't played the latest build, like the final newest build.

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The game, I guess we should say, is finally coming

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out here on October seventh of twenty twenty five. There's

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also a demo, which I was curious, folcause I know

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you put that demo up originally, maybe you're GOO a

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few months ago. Have you updated that or is that

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still like an older version of the game, or are

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you gonna take that down? What's up? What's up with

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the demo?

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Speaker 2: Yeah, this is definitely an internal debate. I had quite

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a bit around, but I think where I've landed is

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I'm going to update the demo to be parody with

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the game. It is not presently prior to release, and

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I'm not even sure if I'm gonna have time to

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do it right at release, but I hope too. But uh,

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if you're interested in the game and you're hesitant, it's

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a big demo to be to be like transparent, it's

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a good bit of the game, and I am going

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to I just came around to the idea of like

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why it feels wrong to pull it down like, which

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I definitely at first was like maybe I should. It's like,

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it's not that hard for me to the way I

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designed them. I really just have to take a few

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boxes unity and that's like and then I could push

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out the demo, so I'm like, you know what, I

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don't think it hurts. Yeah, really, you know, friends, hopefully

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it helps rather than hurts.

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Speaker 1: M hmm. Yeah. So the game's out October seventh, which

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I mean, congratuate freaginglations it as hard as hell. As

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as hard as your game is, it is maybe even

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harder to make it. Well, it's definitely harder to make

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a game, so congratulations. Uh what trying to think? What

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year do you do? You remember the year month when

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you when you started this thing in proper?

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Speaker 2: I do, actually, So it's been about three and a

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half years since I did the game jam that it

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came out of, So I can't remember exactly the day,

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but it was sometime around late April early May of

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twenty twenty two that I did a game jam where

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we made it a game that is essentially this but

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way shitty.

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Speaker 1: Yeah, I mean, I guess the main differentiation between your

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game and other platformers is the phasing mechanic, where there

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are platforms and obstacles that are either black or white,

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and then you like swap the color of your character

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so that you, I guess what's the word you would

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do is like interact or collide with those kind of

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opposite colors. So it was that part of the game

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jam was that initial premise.

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Speaker 2: Yeah, that's I wanted to make a platformer, and the

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game jam team was just me, my friend who was

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by Bent Neatley, who does the music and continues to

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did the music for the whole release. And then a

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third fellow who I could just kind of knew through

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doing a few game jams and haven't really kept up

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much with his name's ever, and he actually is the

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one that pitched that idea. He was like the theme

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for that game jam was looping, which I think we

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were thinking of like looping through colors. It actually in

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the game jam, there's three colors that you rotate between.

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It's black, white, and gray, which is way too hard.

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Speaker 1: Yeah, it did it loop like like in that cycle

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or could you choose like okay, I choose.

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Speaker 2: To go which direction? I think I don't even remember.

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Speaker 1: Actually that almost sounds like playing a rhythm game at

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the same time as playing like a platform.

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Speaker 2: Or like just swimming between two colors is hard enough.

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And you know, when I went to make the full game,

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I definitely thought about including that third color as some

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extra challenge or something, but I just eventually was like,

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it's I've made this way hard enough without adding yeah,

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more more things.

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Speaker 1: You know. So and that was in Unity as well,

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that game Jam.

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Speaker 2: That's correct? Yeah? Is it?

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Speaker 1: Is it the same file that you built off of

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or did you start a new product?

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Speaker 2: But the I did prototype it once or twice after

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after the game jam to try to kind of figure

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out the physics better because I was pretty green, and

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I mean I still am, but I've learned so much

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over the last three years. That first game jam is

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just super floaty, you know what I mean. And I've

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like since then learned, oh real or it's not real physics.

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It's fake video game physics to kind of you know,

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like slam down when you're coming down and that sort

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of thing feels better, and that's how most platformers work.

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So it took me a few prototypes to kind of

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land in the general direction. But the file, the file

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that the final game really is is called like November

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twenty twenty two or something like that. So that's where

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I started the project. That a few more actual Unity projects.

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Speaker 1: Yeah, yeah, gotcha, that's cool. Yeah, I uh like, how

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how do you finally get to the point because for

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me this was such a harder thing too, of like

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the last few months potion problem, All right, what am

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I cutting? I'd need to finish this thing right now?

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So how how are you? Because I haven't checked in

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with you in like a few months, and I feel

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like it sounded like, oh, you're raimed for the end

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of this year, but like, I don't know, might slip

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next year again, we'll see. So tell me about like

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these last couple months for you and how you've kind

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of I don't know if you've had to make any

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big cuts or if you really just felt like, oh,

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the game's in a really good place now, I don't

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need any more worlds Like how have you come to

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the decision of finally hit the button on October seventh?

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Which is a very satisfying button to hit, I'll say

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on Steam. I mean, I guess you've kind of done

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know what the demo thing when you've released that too,

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But it feels.

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Speaker 2: Good, not the same. Yeah, I look forward to sharing

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that feeling, but it's coming soon. But yeah, I think

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I'll be honest, I think I just lost the thread. Well,

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can you remind me of the question I got distracted

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by the button pushing and.

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Speaker 1: Yeah, just like in the last couple months, what has

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led you to the realization of like, okay, the game

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is finally ready to go?

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Speaker 2: Yeah, okay. So I think, like any creative project, I

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just saw this Leonardo da Vinci quote somewhere else, like

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literally ten or thirty minutes ago that like a creative

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project is never done, it's just abandoned or whatever that

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I don't even know if DaVinci really said that. It's

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the internet, you know what I mean, Like I believe

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it people he spoke Italian anyway, So I think I

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kind of just was like, I have to be done

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with this thing this year. We're coming up on three

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and a half years, like I think November. I don't

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even know. I can't do the math in my head.

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I am at about three and a half years. It's

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like I couldnot let this drag into the next year.

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I mean I might have to, like I think I

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told you, but I was like, I don't want to.

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And at some point I just looked at what I

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had and I was like, God, this is much more done.

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Like maybe you can relate to this. But there have

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been periods of time where I've had to kind of

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do a lot of life stuff, like my real job

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or my day job is busy, this or that. And

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I came to a period where I had a little

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more time to look at it, and I was like,

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I think I can I think I can do this

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by fall, and I'm gonna look at a specific time

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and for me, that was I think the end of

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August and if if at the end of August I

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am good, I'm going to release it and early to

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mid October, like if I feel like I can do it,

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if i feel like I'm happy with where right that

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such that even if it went out now it would

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be okay or you know what I mean. And then

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after that, I was like, Okay, that's the time period

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I think I can do it. And then I'm like,

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oh crap. Steam has an autumn sale from yeah, October

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whatever until October sixth, and then they have next Fest

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from October thirteenth through this. I'm like, hmm, well, I

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think it's got to go right there.

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Speaker 1: Smart, Yeah, that makes sense. So is the last couple

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months then, like since that August deadline that you said forself,

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like no more new content, it's just like polishing fixing

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bugs at that point, and then like I guess more

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marketing stuff at that point.

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Speaker 2: Yeah, I mean it's for me, I realized the game

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is in pretty good shape. It's like just a lot

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of polish, and like I think, you know, we talked

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a lot about the gameplay, but I had this game

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also has a story and and cut scenes. I mean,

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maybe it feels almost wrong to call them cut scenes

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because they are literally just two D pixel art sprites

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that are you know, and then dialogue boxes. But but

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it's I think that's yeah, but there are these cut scenes,

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and for me, they're really important. And and I think

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that stuff was a little rougher still, and and honestly,

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there's still a few things that I'm trying to like

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squeeze like in, especially for the endings right now, Like wow,

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I think I'm really happy with the endings, but like

241
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if I can get in and and and maybe make

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this a different animation or whatever, So again, I kind

243
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of like just decided it has to be this date.

244
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And yeah, and so it's mostly little stuff, but there's

245
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a lot of little stuff. And then like it's just

246
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like I even now I'm like, oh crap, I found

247
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one I don't know about you, but I could looking back.

248
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There's so many design decisions I've made that are like,

249
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we're short term gain at the expense of long term pain.

250
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Speaker 1: Sure.

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Speaker 2: It's like, for example, I have these NPCs that you

252
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can talk to, and I wrote tons of dialogue for them,

253
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and I'm really happy about that. But they have different colors.

254
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Some of them are black and some of them are white,

255
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and some of them have two eyes and some of

256
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them have one eye. And so I have this code

257
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that I just like hard coded in different places for

258
00:12:54,000 --> 00:12:56,320
the sprite is this way, and they're like, they're like,

259
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Portrait is this way, and I wish I had just

260
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one of those things speak to the other rather than

261
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hard coding them in two places.

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Speaker 1: Yeah.

263
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Speaker 2: So I'm like, every once in a while, I'm playing

264
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through the game, like, oh crap, that's a one eyed bot.

265
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But is you know portrait is two eyes. Yeah, let

266
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me re export this whole project to fix that one,

267
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you know.

268
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Speaker 1: I mean, I think that's probably just gonna be the

269
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case for anyone in our position, where like we've done

270
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some game jams, done like a little bit here there,

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but like this kind of being how we're learning game development.

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Through this, you know, this final first full game. Yeah,

273
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there's so many things that's like, oh, yeah, I could

274
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have been now that I am better at just the

275
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basics of coding, Oh, that could have been so much

276
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more efficient that like what is hundreds of lines of

277
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code could have been like twenty now that I know

278
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how this how.

279
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Speaker 2: This stuff had one of those places be the definition

280
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of that a lot, and then the other one just

281
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pulls from it. But instead I'm you know what I mean,

282
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Like it's I.

283
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Speaker 1: Mean, I don't even think I really knew what scripts

284
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were until like deep into my game, and that is

285
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such a helpful thing. But man, I may meant I

286
00:14:00,720 --> 00:14:03,120
was typing and copy pasting things over and over again.

287
00:14:03,159 --> 00:14:05,720
But yeah, it's kind of how it goes. Yeah, you've

288
00:14:05,720 --> 00:14:08,399
done a lot of game jams. Now I'm curious how, like,

289
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I don't know, do you feel like that was helping

290
00:14:10,840 --> 00:14:12,759
you kind of break up the monotony or like, I

291
00:14:12,799 --> 00:14:14,559
don't know, if you're ever just sometimes you're in a

292
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rut where it's like a couple months we're like, man,

293
00:14:16,639 --> 00:14:18,679
this freaking bug is annoying me, or I just am

294
00:14:18,679 --> 00:14:20,960
feeling a little lost. I don't know, did you feel

295
00:14:20,960 --> 00:14:22,960
like that helped you like still stretch that muscle, but

296
00:14:23,000 --> 00:14:25,480
at least like put your mind in a different place.

297
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And also like, okay, I have a shorter time frame here.

298
00:14:28,759 --> 00:14:32,039
Speaker 2: Yeah, I don't know what it is, but I really

299
00:14:32,120 --> 00:14:36,120
enjoy doing game jams. But I think I've chosen good

300
00:14:36,159 --> 00:14:39,399
times to do them. I've gotten really good at being like, oh,

301
00:14:39,440 --> 00:14:41,039
this would be a really good time for me to

302
00:14:41,159 --> 00:14:44,720
do a game jam, and I am just like so focused,

303
00:14:45,440 --> 00:14:47,360
like when we did the Chosen One. Part of the

304
00:14:47,399 --> 00:14:52,080
reason I did that at that specific time and that

305
00:14:52,120 --> 00:14:54,279
specific game jam was my wife was out of town

306
00:14:55,600 --> 00:14:58,039
and my son, who did it with us, was like,

307
00:14:58,519 --> 00:15:00,200
had you know, he and I just had a lot

308
00:15:00,240 --> 00:15:01,600
of time. I didn't have a lot of work, and

309
00:15:01,639 --> 00:15:04,360
so it was like, with my wife out of town,

310
00:15:04,519 --> 00:15:07,080
that's all we'll do, you know what I mean? And

311
00:15:08,159 --> 00:15:11,399
and yeah, I think it. I did that one also selfishly,

312
00:15:11,480 --> 00:15:13,559
partly because I was like, if I get in that

313
00:15:13,600 --> 00:15:17,799
mode of just like finishing and fixing and just doing

314
00:15:17,799 --> 00:15:20,279
the things, maybe I can take that energy into finishing

315
00:15:21,159 --> 00:15:23,919
this project. And also I do think it is a

316
00:15:24,000 --> 00:15:26,440
little bit of like a palette cleanser and a reminder

317
00:15:26,559 --> 00:15:29,840
of why oh, this is why it's fun.

318
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Speaker 1: Yeah, those generating those new ideas for the first time

319
00:15:34,080 --> 00:15:37,039
is yeah, extremely exciting. I want to ask you about that. Actually, So,

320
00:15:37,120 --> 00:15:40,440
your your son is obviously like a big into game development.

321
00:15:40,440 --> 00:15:41,720
Now he's making all sorts of stuff. I think it

322
00:15:41,799 --> 00:15:44,200
started with game builder garage. Maybe I don't know if

323
00:15:44,240 --> 00:15:45,399
that was the first thing he did, but I remember

324
00:15:45,399 --> 00:15:47,759
you talking about that on Switchheads, and now he's doing

325
00:15:47,759 --> 00:15:49,679
stuff and obviously we worked with him on Chosen One,

326
00:15:50,039 --> 00:15:51,879
and then I've followed him on Itch and I see

327
00:15:52,039 --> 00:15:54,440
just like posting asset packs and all this stuff. So

328
00:15:54,440 --> 00:15:57,840
I'm curious because obviously, I mean, he was quite a

329
00:15:57,840 --> 00:15:59,639
bit younger than he is now obviously when you started

330
00:15:59,639 --> 00:16:01,720
this problem. But has he had an influence at all,

331
00:16:01,759 --> 00:16:03,919
like obviously play testing giving you like hey Dad, you

332
00:16:03,919 --> 00:16:06,759
should change this thing, or this doesn't make sense, or

333
00:16:06,840 --> 00:16:09,519
I don't know any anything that's come from him. I'm curious.

334
00:16:09,960 --> 00:16:13,960
Speaker 2: Well, this isn't exactly what you're asking, but I love

335
00:16:14,000 --> 00:16:15,519
this story and so I'm gonna share it.

336
00:16:16,000 --> 00:16:16,399
Speaker 1: Please do.

337
00:16:16,600 --> 00:16:23,000
Speaker 2: The story itself has a big origin point related to him.

338
00:16:23,080 --> 00:16:24,759
So I'm just gonna tell this story real quick, and

339
00:16:24,799 --> 00:16:27,720
then maybe I can also answer exactly more kind of

340
00:16:27,759 --> 00:16:33,799
what you're saying, but so backing up like I guess

341
00:16:34,320 --> 00:16:38,320
he's ten, so backing up approximately ten years ago, maybe

342
00:16:38,360 --> 00:16:42,279
even more because he's almost eleven. When he was an infant,

343
00:16:42,279 --> 00:16:46,440
he didn't sleep very well, and I was on night

344
00:16:46,519 --> 00:16:49,919
duty pretty much, so I would try to get him

345
00:16:49,960 --> 00:16:53,360
back to sleep. And that was a really rough period

346
00:16:53,360 --> 00:16:55,759
of time, and I spent a lot of time in

347
00:16:55,840 --> 00:16:59,440
a rocking chair in his room at this apartment we

348
00:16:59,480 --> 00:17:03,000
lived in, just looking at these paper robots because we

349
00:17:03,000 --> 00:17:06,440
had done sort of a sci fi theme for his

350
00:17:06,559 --> 00:17:08,920
room and my and for his like baby shower. I

351
00:17:08,960 --> 00:17:12,000
think it was that my brother and my sister in

352
00:17:12,079 --> 00:17:14,519
law made these little paper robots as decorations and we

353
00:17:14,559 --> 00:17:16,599
hung them in his room. I just sat there staring

354
00:17:16,640 --> 00:17:18,680
at them, and I came up with names for them,

355
00:17:19,240 --> 00:17:21,359
and then I came up with backstories for them, and

356
00:17:21,359 --> 00:17:23,519
then I came up with there on this team, and

357
00:17:23,559 --> 00:17:26,119
then this happened, and you know what I mean, just

358
00:17:26,160 --> 00:17:30,920
like way more because that's all I could do. Yeah,

359
00:17:31,359 --> 00:17:32,960
I was just sitting there olding this kid.

360
00:17:33,240 --> 00:17:35,319
Speaker 1: Sorry, is this weaving into like you're telling him like

361
00:17:35,359 --> 00:17:37,799
a bedtime story or you're just doing this just.

362
00:17:37,720 --> 00:17:40,359
Speaker 2: Me in my head because he was not even one,

363
00:17:40,519 --> 00:17:43,640
you know, he was just a baby, and I took

364
00:17:43,680 --> 00:17:46,559
all those ideas and I thought, you know, I wrote

365
00:17:46,640 --> 00:17:48,799
eventually I was like, maybe I'm gonna do something with these,

366
00:17:49,640 --> 00:17:52,440
and that's where the story for this game is from.

367
00:17:52,480 --> 00:17:53,039
Speaker 1: It's amazing.

368
00:17:54,119 --> 00:17:57,480
Speaker 2: But to answer your exact question, I mean, he has

369
00:17:57,519 --> 00:18:00,680
been one of my biggest champions. Like I have a

370
00:18:00,680 --> 00:18:04,480
little artifact back here, which given embarrassingly, is from a

371
00:18:04,519 --> 00:18:07,440
few years ago, because that's where it's like, yeah, this

372
00:18:07,440 --> 00:18:11,920
has taken me so long. Where he's like in his school,

373
00:18:12,119 --> 00:18:14,359
like they had like what are the things you want

374
00:18:14,519 --> 00:18:16,759
or hope for? You know, and he wrote like, I

375
00:18:16,799 --> 00:18:18,799
hope my dad's game is successful.

376
00:18:18,920 --> 00:18:19,839
Speaker 1: That is so cute.

377
00:18:20,200 --> 00:18:24,440
Speaker 2: I know, right and so and yeah, and as he's

378
00:18:24,480 --> 00:18:27,799
gotten better at stuff, he can talk really intelligently now,

379
00:18:27,839 --> 00:18:30,240
Like I don't to age ten. I was playing as

380
00:18:30,240 --> 00:18:32,279
many or more video games than him, but he knows

381
00:18:32,319 --> 00:18:35,440
what hit boxes and colliders and you know, the collisions

382
00:18:35,440 --> 00:18:38,039
and like like he can just talk about it because

383
00:18:38,039 --> 00:18:40,079
he's knows how to do it.

384
00:18:40,640 --> 00:18:43,920
Speaker 1: So yeah, So now I actually want to go back

385
00:18:43,920 --> 00:18:46,279
to the story you shared of the is happy who's

386
00:18:46,319 --> 00:18:49,119
a protagonist of Monocram Heights, and then the other characters

387
00:18:49,359 --> 00:18:50,759
that you have in there, which I don't know their

388
00:18:50,799 --> 00:18:53,039
names at the moment, but are those characters that came

389
00:18:53,079 --> 00:18:55,880
from that that those origin stories ten years ago? Then?

390
00:18:56,000 --> 00:18:57,880
Is Happy one of those original feats?

391
00:18:57,960 --> 00:19:01,440
Speaker 2: Yeah, so that's so cool. This little string of paper

392
00:19:01,519 --> 00:19:06,119
robots that my family made had five robots on it.

393
00:19:06,200 --> 00:19:09,200
And I don't want to really spoil because I actually

394
00:19:09,200 --> 00:19:11,440
think the story in the game is slowly revealed in

395
00:19:11,480 --> 00:19:13,200
a certain way. I don't want to spoil it too much.

396
00:19:13,279 --> 00:19:19,599
But the major five characters, there's really three major characters,

397
00:19:19,599 --> 00:19:23,880
but then there you'll see some other side ones. Yeah,

398
00:19:23,920 --> 00:19:25,839
they are those those five robots.

399
00:19:26,640 --> 00:19:31,119
Speaker 1: That's awesome. Yeah, that was something that when I saw

400
00:19:31,160 --> 00:19:33,440
the most recent trailer for the game, because now that

401
00:19:33,480 --> 00:19:35,240
you have your release day of the new trailer up there,

402
00:19:35,640 --> 00:19:37,960
and I was seeing like characters and little cut scenes

403
00:19:38,039 --> 00:19:39,920
and like backgrounds and stuff that I haven't seen before

404
00:19:39,960 --> 00:19:41,319
in the versions that I played. I was getting very

405
00:19:41,319 --> 00:19:44,240
excited for that because you could talk to NPCs in

406
00:19:44,279 --> 00:19:46,319
the versions I've played before, but yeah, I haven't seen

407
00:19:46,359 --> 00:19:48,359
what that looks like now, And yeah, I wanted to

408
00:19:48,359 --> 00:19:51,240
ask you more about that too, because I know environmentalism

409
00:19:51,319 --> 00:19:53,640
is like a big thing for you, and that's one

410
00:19:53,680 --> 00:19:56,240
of the I don't know, one of the themes I

411
00:19:56,240 --> 00:19:58,440
guess you want to tackle here. But without going into

412
00:19:58,440 --> 00:20:02,000
spoilers of like revealing things, curious, how how you just

413
00:20:02,119 --> 00:20:04,799
implemented story into a game like this at all? Because

414
00:20:04,839 --> 00:20:07,480
I feel like that you know, you probably had just

415
00:20:07,559 --> 00:20:10,160
moving around jumping platforming for a long time before that

416
00:20:10,200 --> 00:20:12,559
stuff really got implemented in there. So how did that

417
00:20:13,079 --> 00:20:13,880
process go for you?

418
00:20:14,480 --> 00:20:18,240
Speaker 2: Yeah? I want to shout out real quickly to Andrea Blythe,

419
00:20:18,240 --> 00:20:21,240
who is a woman that I hired, a friend of

420
00:20:21,240 --> 00:20:25,480
mine that I hired to help out with the narrative

421
00:20:25,519 --> 00:20:30,799
and with writing. When I was kind of like this

422
00:20:31,000 --> 00:20:35,559
is the gameplay, you know, it's solid, I want the

423
00:20:35,720 --> 00:20:39,240
story to be something, she came in and helped me

424
00:20:40,039 --> 00:20:43,920
kind of take all these ideas I had and like

425
00:20:44,079 --> 00:20:46,680
come up with some different pitches for how we could

426
00:20:46,680 --> 00:20:48,839
take it. And I actually took some of her pitches

427
00:20:48,839 --> 00:20:51,799
and combined them and then we went went in that direction.

428
00:20:53,160 --> 00:20:57,279
I think, I really, I mean, I consider myself a

429
00:20:57,279 --> 00:20:59,920
writer and so it was like really important to me

430
00:21:00,559 --> 00:21:03,720
any game I make has a story and has dialogue,

431
00:21:03,759 --> 00:21:06,440
and I'm maybe I'm maybe too much because I love

432
00:21:06,480 --> 00:21:10,039
to put in lots of words and stuff. But and

433
00:21:10,119 --> 00:21:14,039
you know, you think about platformers aren't typically right, like

434
00:21:14,079 --> 00:21:17,960
that's not normal. Like maybe Celeste kind of changed that,

435
00:21:18,680 --> 00:21:21,119
yeah a little bit, but Mario and stuff is just

436
00:21:21,119 --> 00:21:24,960
like there's a princess and you got a saver. You know,

437
00:21:25,200 --> 00:21:26,640
there's not even we don't.

438
00:21:26,480 --> 00:21:27,799
Speaker 1: Know now that we've got a movie. Now there's a

439
00:21:27,799 --> 00:21:30,880
lot of dialogue, but that's deviating from where we started.

440
00:21:31,599 --> 00:21:35,119
Speaker 2: So I think I wanted to kind of take what

441
00:21:35,240 --> 00:21:40,480
Celeste did and and you know, continue. And so there

442
00:21:40,720 --> 00:21:45,920
is NPC's on the levels that you can completely optionally

443
00:21:46,200 --> 00:21:49,079
talk to like you don't have. Actually at the very beginning,

444
00:21:49,079 --> 00:21:50,799
it kind of railroads you into talking the ones that

445
00:21:50,839 --> 00:21:52,839
tell you how to play the game, but otherwise it's

446
00:21:52,880 --> 00:21:56,640
all optional. And then I have the game broken into

447
00:21:56,640 --> 00:21:59,400
what I'm calling zones. You can use the word world.

448
00:22:00,279 --> 00:22:03,359
I call them zones. And in each zone there is

449
00:22:03,559 --> 00:22:06,279
a story beat, which is I don't think this is

450
00:22:06,319 --> 00:22:10,559
a spoiler. They are all flashbacks, but there are things

451
00:22:10,559 --> 00:22:14,319
that happen in the present moment as well, and in

452
00:22:14,359 --> 00:22:18,960
the present moment you have dialogue choices, and I the

453
00:22:19,079 --> 00:22:22,480
choices do matter. I will say there are cool they

454
00:22:22,480 --> 00:22:24,319
will send you in a certain.

455
00:22:25,599 --> 00:22:25,880
Speaker 1: Path.

456
00:22:26,160 --> 00:22:30,119
Speaker 2: There are multiple endings depending on your dialogue tradings.

457
00:22:31,480 --> 00:22:33,160
Speaker 1: That's really cool. So would you have to like start

458
00:22:33,160 --> 00:22:36,519
the game from zero to experience those different endings then?

459
00:22:36,599 --> 00:22:38,279
Or can you kind of like I'm gonna start from

460
00:22:38,720 --> 00:22:41,240
zone three now and then like pick different things right there?

461
00:22:41,319 --> 00:22:46,640
Speaker 2: Yeah, I might need to if enough people like care, right,

462
00:22:47,880 --> 00:22:50,160
then I might have to come up with some way

463
00:22:50,599 --> 00:22:55,000
to end game allow you to do that you would

464
00:22:55,519 --> 00:22:59,680
without giving too much away. It's hard for me to

465
00:22:59,680 --> 00:23:00,720
decide what to say here.

466
00:23:01,559 --> 00:23:03,279
Speaker 1: You don't have to reveal anything if you don't want to.

467
00:23:03,680 --> 00:23:06,240
Speaker 2: It's funny though, Like, no, I think people care about

468
00:23:06,240 --> 00:23:08,759
this though, right, like because some people are like number one.

469
00:23:08,799 --> 00:23:11,039
I will say that there's no right or wrong ending,

470
00:23:11,160 --> 00:23:13,960
like you know, sometimes I feel like in games like

471
00:23:14,039 --> 00:23:16,400
you get the bad ending, or you get the good ending,

472
00:23:16,519 --> 00:23:21,920
or you get the non canon ending. There are three endings,

473
00:23:21,960 --> 00:23:23,720
and I think they are all.

474
00:23:23,960 --> 00:23:26,720
Speaker 1: Appropriate like satisfying.

475
00:23:26,759 --> 00:23:29,279
Speaker 2: Yeah, yeah, I'd like to think at least though, I'd

476
00:23:29,279 --> 00:23:32,279
be curious to what people say because honestly, like I

477
00:23:32,319 --> 00:23:36,039
did a lot of play testing on the gameplay, but

478
00:23:36,079 --> 00:23:39,039
the story has always been really close to me, and

479
00:23:39,039 --> 00:23:41,160
Andrey and I have worked on it together, but like

480
00:23:41,599 --> 00:23:47,640
I haven't like user tested the story, yeah, because I'm like,

481
00:23:47,880 --> 00:23:52,039
you know, what if people don't like it, I like it. Yeah.

482
00:23:52,160 --> 00:23:54,599
Speaker 1: So, especially what you're saying there of there's a lot

483
00:23:54,640 --> 00:23:57,599
of dialogue that is optional. I mean, that's going to

484
00:23:57,640 --> 00:24:00,400
be extremely hard to play test any because you don't know, like, okay,

485
00:24:00,400 --> 00:24:02,599
exactly what lines of dialogue did you see unless you

486
00:24:02,640 --> 00:24:04,759
like build it into the game where you can, like,

487
00:24:04,960 --> 00:24:07,880
you know, get a file export that tells you, like

488
00:24:08,319 --> 00:24:09,960
exactly what people saw. But even then you don't know

489
00:24:09,960 --> 00:24:12,359
if they actually write it or like processed it. So

490
00:24:12,480 --> 00:24:14,440
that's a that's a tricky thing, but that is that

491
00:24:14,519 --> 00:24:16,119
is exciting. But it is a funny thing too. You

492
00:24:16,160 --> 00:24:19,000
mentioned there of like bigger games like huge triple as

493
00:24:19,000 --> 00:24:21,559
that have, you know, the day they come out, there's

494
00:24:21,559 --> 00:24:23,359
already an IGN guide that tells you how to do

495
00:24:23,400 --> 00:24:24,839
all the different endings and stuff, but that you don't

496
00:24:24,960 --> 00:24:27,279
necessarily have that luxury for you know, a smaller indie

497
00:24:27,279 --> 00:24:29,680
games not gonna necessarily have, you know, all the big

498
00:24:29,720 --> 00:24:31,880
news sites with their guides on how to do all

499
00:24:31,920 --> 00:24:34,039
these different endings. So but I think that as the

500
00:24:34,079 --> 00:24:35,880
mystery too, Like people are gonna have to find that

501
00:24:36,079 --> 00:24:38,480
stuff out for themselves unless you put it into the

502
00:24:38,519 --> 00:24:40,359
game and like an actual way that people can track

503
00:24:40,400 --> 00:24:41,039
I guess.

504
00:24:41,039 --> 00:24:43,079
Speaker 2: Right, And if you if you're out there listening to

505
00:24:43,079 --> 00:24:45,079
this and that's important to you, you can message me.

506
00:24:45,119 --> 00:24:47,319
I'll tell you. I guess how to get what endings.

507
00:24:47,359 --> 00:24:49,799
It's kind of obvious. I think, like I tried to

508
00:24:49,799 --> 00:24:53,200
make it so that like it's you can pick up

509
00:24:53,240 --> 00:24:57,599
on it, if that, If that makes any sense, I'm

510
00:24:57,640 --> 00:24:59,400
not trying to be vague. But I also think that

511
00:24:59,400 --> 00:25:02,519
the story is cool part to explore and experience without

512
00:25:02,599 --> 00:25:03,559
knowing much. You know.

513
00:25:03,960 --> 00:25:06,680
Speaker 1: Yeah, no, I'm very excited to experience that part of it,

514
00:25:06,680 --> 00:25:09,000
because I that's not really what I was playtesting when

515
00:25:09,000 --> 00:25:12,640
I played the game year or two ago. Going back

516
00:25:12,680 --> 00:25:14,200
to some gameplay a little bit. One thing I want

517
00:25:14,240 --> 00:25:17,119
to ask you about is I think the verticality of

518
00:25:17,119 --> 00:25:20,000
this game is really interesting a novel and that a

519
00:25:20,000 --> 00:25:22,680
lot of games do have, like you know, you're kind

520
00:25:22,720 --> 00:25:24,519
of going up and up and up, but I feel

521
00:25:24,559 --> 00:25:26,960
like in this game, you're you know, going horizontally for

522
00:25:27,000 --> 00:25:28,960
a bit, whether that's right or left, and then you

523
00:25:28,960 --> 00:25:31,160
go just to tine a bit up a few platforms up,

524
00:25:31,200 --> 00:25:32,920
and then you start going the opposite direction. It makes

525
00:25:33,000 --> 00:25:34,920
kind of like an S shape, but I feel like

526
00:25:34,960 --> 00:25:37,759
there isn't like some huge big divider between those layers.

527
00:25:38,119 --> 00:25:40,079
So you can often you know, be going for a

528
00:25:40,079 --> 00:25:41,799
tricky jump fall and then you'll fall to like a

529
00:25:41,799 --> 00:25:43,559
previous part of the level. Now maybe you've got a

530
00:25:43,599 --> 00:25:45,880
checkpoint you can just you know, zip back up that

531
00:25:45,960 --> 00:25:48,440
next one. And then sometimes you also use that to like, Okay,

532
00:25:48,440 --> 00:25:50,440
now I'm gonna jump down and grab a collectible that

533
00:25:50,480 --> 00:25:53,079
I couldn't reach before, but now I could. But I

534
00:25:53,440 --> 00:25:55,400
think that's such a fascinating thing to me, is like

535
00:25:55,440 --> 00:25:58,400
how close those layers are, and it makes the levels

536
00:25:58,400 --> 00:26:01,119
feel like super dense and compact in a really interesting way.

537
00:26:01,359 --> 00:26:04,319
And I'm curious if that's something that you kind of planned,

538
00:26:04,359 --> 00:26:05,920
if you were going for, or if it just kind

539
00:26:05,920 --> 00:26:07,559
of happened with the level design and then you kind

540
00:26:07,599 --> 00:26:09,279
of just obviously built off of it as you saw

541
00:26:09,279 --> 00:26:10,440
that that was kind of how it was going to

542
00:26:10,480 --> 00:26:10,799
work out.

543
00:26:11,559 --> 00:26:16,799
Speaker 2: Yeah, totally just happened. I think it happened for two

544
00:26:17,319 --> 00:26:23,599
different reasons, one of which is that it's really interesting.

545
00:26:24,720 --> 00:26:30,799
If it was just a horizontal platformer, it would be fine,

546
00:26:31,319 --> 00:26:36,759
but with the phasing the color swapping mechanic, it's almost

547
00:26:36,799 --> 00:26:39,839
more interesting if you have to go through things right,

548
00:26:39,880 --> 00:26:43,480
and you have to like kind of pass through vertically,

549
00:26:43,519 --> 00:26:46,599
because if it's just horizontal, we can put you know,

550
00:26:46,759 --> 00:26:49,519
barriers and things that you might have to pass between.

551
00:26:49,880 --> 00:26:53,640
But that kind of it just sort of naturally lended

552
00:26:53,640 --> 00:26:56,920
itself towards going up because of that, And I don't

553
00:26:56,960 --> 00:26:59,960
remember if that came first. I don't remember even honestly,

554
00:27:00,079 --> 00:27:03,200
don't remember how it was in the game Jam, how

555
00:27:03,279 --> 00:27:07,119
it became a little bit more vertical, and then I

556
00:27:07,200 --> 00:27:10,519
really leaned into it with the full game. But simultaneously

557
00:27:11,039 --> 00:27:13,240
with Bent Neatly, who did the music, we came up

558
00:27:13,279 --> 00:27:16,680
with this idea of as you climb, and this got

559
00:27:16,720 --> 00:27:18,920
abandoned in the full game, but as you climb in

560
00:27:18,960 --> 00:27:22,480
the game Jam, the music evolves, so like he had

561
00:27:22,559 --> 00:27:26,279
a base just like drum track that you hear at

562
00:27:26,319 --> 00:27:27,920
the bottom, and then you know, as you got to

563
00:27:27,960 --> 00:27:30,839
a certain height, the bass would kick in, okay, and

564
00:27:30,839 --> 00:27:32,200
then as you got to another height, you know, the

565
00:27:32,200 --> 00:27:34,960
synth would or whatever like and and so, and that

566
00:27:35,079 --> 00:27:40,319
added a lot and you know, we definitely considered keeping that,

567
00:27:40,400 --> 00:27:43,200
but it was like that's a lot of work for

568
00:27:43,400 --> 00:27:46,920
a bunch of levels, right, to make every song have

569
00:27:48,359 --> 00:27:50,640
different tracks that all looked that kind of come in

570
00:27:50,720 --> 00:27:53,400
and out. And also it was kind of predicated on

571
00:27:53,440 --> 00:27:57,000
the game jam where you would often fall and there

572
00:27:57,000 --> 00:27:59,279
were no checkpoints, you know what I mean, the music

573
00:27:59,319 --> 00:28:01,839
would go back to just the drum, like no, I

574
00:28:01,839 --> 00:28:07,799
fell down to the bottom, which was not very user friendly,

575
00:28:07,960 --> 00:28:10,799
but was you know, is like extra painful, right, and

576
00:28:10,880 --> 00:28:12,880
so yeah, like it's like, well, we gotta have checkpoints

577
00:28:12,920 --> 00:28:16,440
and we gotta just have the music good music. That

578
00:28:17,119 --> 00:28:18,119
doesn't that change.

579
00:28:18,799 --> 00:28:20,319
Speaker 1: That's a fun thing that can happen to because of

580
00:28:20,359 --> 00:28:22,160
the phase mechanic. Like sometimes, as I said, you're going

581
00:28:22,200 --> 00:28:24,640
for that typical jump, you fall a layer, but if

582
00:28:24,680 --> 00:28:26,720
your color that you have, if you don't have the

583
00:28:26,720 --> 00:28:29,440
correct color selected, you might just keep falling and falling

584
00:28:29,480 --> 00:28:31,680
and tumbling all the way down. Yeah, and obviously once

585
00:28:31,680 --> 00:28:33,519
again you have a checkpoint somewhere that'll help you out.

586
00:28:33,559 --> 00:28:36,160
But I don't know, I like that just you kind

587
00:28:36,160 --> 00:28:38,119
of remember like, oh, yeah, I remember ten minutes ago

588
00:28:38,160 --> 00:28:39,799
and I was stuck on this part. I like fell

589
00:28:39,839 --> 00:28:42,279
back there for a moment, a little bit of nostalgia

590
00:28:42,440 --> 00:28:45,119
or something. But it's it's been fun for me, like

591
00:28:45,480 --> 00:28:49,160
in playing the different versions and just like really didn't

592
00:28:49,160 --> 00:28:50,720
treating it as like a speed run game now, like

593
00:28:50,759 --> 00:28:52,960
on the earlier levels that I have played a couple

594
00:28:52,960 --> 00:28:55,160
of times. Now, maybe they've had little variations here there,

595
00:28:55,319 --> 00:28:57,319
but even just like knowing those mechanics is the first

596
00:28:57,319 --> 00:28:59,839
time you play it, it is quite the like mind

597
00:28:59,839 --> 00:29:02,200
to right of just trying to get those phasing down.

598
00:29:03,440 --> 00:29:06,400
So that's also something I'm curious about. Like obviously the

599
00:29:06,799 --> 00:29:10,559
like the color of your character changes, but I feel

600
00:29:10,559 --> 00:29:12,240
like that's also something as the developer, you could get

601
00:29:12,240 --> 00:29:13,799
so in the weeds of you're so used to it.

602
00:29:14,079 --> 00:29:15,400
But I don't know how much did you have to

603
00:29:15,440 --> 00:29:17,759
really work on that or like adjust things just to

604
00:29:17,759 --> 00:29:21,960
make sure people could really grasp I think.

605
00:29:21,960 --> 00:29:27,240
Speaker 2: It is really a weird mechanic, even for people who

606
00:29:27,319 --> 00:29:29,880
are really good at video games at first, right, Like

607
00:29:30,240 --> 00:29:34,640
I've definitely at conventions and with friends who play tested it,

608
00:29:35,079 --> 00:29:39,279
seen the gamut of people who get it quickly or

609
00:29:39,559 --> 00:29:42,680
don't you know what I mean. And I think also

610
00:29:42,920 --> 00:29:44,839
a lot of times people who have more experience with

611
00:29:44,880 --> 00:29:47,640
platformers and that sort of thing tend to get it faster,

612
00:29:48,160 --> 00:29:52,160
but even people who are decently experienced sometimes and because

613
00:29:52,160 --> 00:29:55,119
it is just different, you have you have to start

614
00:29:55,240 --> 00:29:59,519
thinking about the space a little bit differently, right, the

615
00:29:59,599 --> 00:30:05,880
virtual space, that is. But yeah, I think pretty instantly,

616
00:30:06,240 --> 00:30:08,960
you know, the game Jam that we came out of

617
00:30:09,039 --> 00:30:13,880
was also themed around black and white, So okay, I

618
00:30:13,880 --> 00:30:16,039
I think it was just always black and white, right,

619
00:30:16,519 --> 00:30:18,680
and then, like I said, originally gray as well, but

620
00:30:19,839 --> 00:30:22,839
so I just took that forward. There was a brief

621
00:30:22,839 --> 00:30:25,599
moment where I questioned it, like could it be purple

622
00:30:25,640 --> 00:30:28,759
and green or whatever? Would that be more readable or whatever?

623
00:30:29,440 --> 00:30:32,160
And I think I just decided to know, like I'm

624
00:30:32,160 --> 00:30:35,319
just going to stick with this. But the tricky things

625
00:30:35,400 --> 00:30:40,279
were like a little bit of feedback early on, of

626
00:30:40,319 --> 00:30:43,680
like I put a white outline on the black guy

627
00:30:43,720 --> 00:30:45,720
and a black outline on the white version of him,

628
00:30:46,000 --> 00:30:49,319
and sometimes some people found that a little confusing. And

629
00:30:49,359 --> 00:30:53,039
then when I had an artist early on draw some

630
00:30:53,039 --> 00:30:56,119
some platforms and stuff, a lot of artists, i mean

631
00:30:56,440 --> 00:30:59,680
pixel art in general, are not going to use hard

632
00:31:00,000 --> 00:31:02,240
black and white, right, like they're they're going to use

633
00:31:02,279 --> 00:31:06,240
softer tones of white. And I kept the first few

634
00:31:06,279 --> 00:31:08,400
times you made platforms, I was like, it needs to

635
00:31:08,400 --> 00:31:09,839
be more white. It needs to read more white. That

636
00:31:09,920 --> 00:31:12,839
reads great, And he'd be like, well, that's white, you know,

637
00:31:12,880 --> 00:31:14,720
and I'm like, no, it needs to be like f

638
00:31:14,920 --> 00:31:18,039
f f f white, you know what I mean. Like

639
00:31:19,000 --> 00:31:21,160
and but I but I also, like, was pretty a

640
00:31:21,240 --> 00:31:24,160
novice to pixelart myself at the time, so I see

641
00:31:24,359 --> 00:31:26,759
their point, and I think we kind of ended up

642
00:31:27,119 --> 00:31:28,720
meeting the mill because now I would be like, yeah,

643
00:31:28,759 --> 00:31:31,519
we don't want it to be too white. That's that's

644
00:31:31,559 --> 00:31:35,079
bright and harsh, you know. So those are some of

645
00:31:35,119 --> 00:31:37,759
the challenges of that. And I think for some people

646
00:31:37,759 --> 00:31:40,599
it is just too hard and too confusing. Like, I mean,

647
00:31:40,880 --> 00:31:44,559
this is not a game for everybody. That's something I

648
00:31:44,680 --> 00:31:46,279
decided pretty early on too.

649
00:31:46,400 --> 00:31:48,559
Speaker 1: Right, you got to be into platformers to want to

650
00:31:48,599 --> 00:31:49,680
sign up for it in the first place.

651
00:31:49,759 --> 00:31:51,799
Speaker 2: Yeah, right, I mean you might think about this too,

652
00:31:51,839 --> 00:31:54,359
making games right where you're like I do, I'm not

653
00:31:54,359 --> 00:31:57,200
trying to make a game for everybody, because those games

654
00:31:57,279 --> 00:32:00,759
exist and they're already doing well, and I'm not gonna

655
00:32:00,759 --> 00:32:03,680
be able to market a game for everybody, right, Like, yeah,

656
00:32:03,839 --> 00:32:07,359
it's easier when you're in a position like us to

657
00:32:07,359 --> 00:32:11,240
to try to find a smaller niche or to lean

658
00:32:11,279 --> 00:32:13,720
into that a little bit. I think, I don't know.

659
00:32:14,279 --> 00:32:18,039
Speaker 1: Yeah, yeah, going back to the art, because I see

660
00:32:18,039 --> 00:32:21,559
you all the time on discord aceprites opened ninety ninety

661
00:32:21,599 --> 00:32:23,519
percent of the day. I feel like when I look

662
00:32:23,559 --> 00:32:26,480
at your when I see your name there, what was it?

663
00:32:26,480 --> 00:32:28,839
Because you obviously mentioned the music, and you had some

664
00:32:29,279 --> 00:32:31,880
help with the writing and story, and obviously I think,

665
00:32:31,920 --> 00:32:33,599
as as far as I know, you've done like all

666
00:32:33,640 --> 00:32:35,559
the coding for the game, like all the design and

667
00:32:35,640 --> 00:32:37,519
level design and stuff. But how about the art. What's

668
00:32:37,559 --> 00:32:39,200
the balance on that? Like how much of it have

669
00:32:39,279 --> 00:32:41,119
you done versus your artists there?

670
00:32:41,559 --> 00:32:43,279
Speaker 2: Well, I did actually hire a couple of people to

671
00:32:43,279 --> 00:32:45,720
help with programming it first too. When I first started,

672
00:32:45,759 --> 00:32:47,960
I wasn't very good, and I got a couple of

673
00:32:48,039 --> 00:32:51,279
lessons from somebody who helped write some code, which I'm

674
00:32:51,319 --> 00:32:53,519
not even sure if it's really in the game anymore,

675
00:32:53,519 --> 00:32:55,799
but like I still credit him because it did, you

676
00:32:55,839 --> 00:32:57,720
know what I mean. And then I did hire some

677
00:32:57,720 --> 00:32:59,799
somebody else to help me fix one problem that I

678
00:32:59,839 --> 00:33:00,759
was really stuck on.

679
00:33:02,519 --> 00:33:06,640
Speaker 1: What's that? Can you share what that is? That problem?

680
00:33:06,720 --> 00:33:13,599
Speaker 2: Though? Yeah, platforms. What's really funny is that, like I've

681
00:33:13,640 --> 00:33:18,079
now dabbled in GOODO and moving platforms. In GOODO, they

682
00:33:18,160 --> 00:33:20,359
just work. I know how to make them work. They

683
00:33:20,359 --> 00:33:23,799
work great with with depending on what you're doing and using,

684
00:33:24,079 --> 00:33:27,039
at least what my limited GIDO experience, probably I would

685
00:33:27,119 --> 00:33:28,920
run into this same problem there once. I'm like, I'm

686
00:33:28,920 --> 00:33:31,759
trying to write custom physics and stuff, but in unity,

687
00:33:32,440 --> 00:33:36,000
I just ran into this problem that, like every tutorial

688
00:33:36,039 --> 00:33:40,640
I found worked a little bit but caused this problem.

689
00:33:41,480 --> 00:33:43,799
I mean, I'm not answering your question about art now,

690
00:33:43,799 --> 00:33:47,720
but I'm I'm talking about programming. But like another thing

691
00:33:47,759 --> 00:33:51,720
that really was hard and is still hard is the

692
00:33:51,839 --> 00:33:55,440
darn black and white thing. Like half of my stuff

693
00:33:55,480 --> 00:33:59,720
has to turn off, you know, on a frame and

694
00:33:59,799 --> 00:34:02,720
how the stuff has to turn on, and that causes

695
00:34:02,799 --> 00:34:05,400
so many weird issues.

696
00:34:05,400 --> 00:34:09,840
Speaker 1: Like hmm, yeah to the game ever, like stutter when

697
00:34:09,840 --> 00:34:11,719
you would do that because it's so many things triggering

698
00:34:11,760 --> 00:34:12,039
at once.

699
00:34:12,440 --> 00:34:15,559
Speaker 2: No, but it's more like, oh crap, I need that

700
00:34:15,800 --> 00:34:20,159
to cannonball to explode. But so I can't turn off

701
00:34:20,159 --> 00:34:22,880
its collider because it needs to know that it's hitting

702
00:34:22,880 --> 00:34:24,800
the wall, but it can't collide with the player. So

703
00:34:24,840 --> 00:34:27,280
I need to really think about how to write all

704
00:34:27,280 --> 00:34:30,559
these I mean, it's not even that complicated. It's just

705
00:34:30,599 --> 00:34:33,760
stuff that when you're a beginner is like extra complicated.

706
00:34:33,920 --> 00:34:36,960
Speaker 1: Right, There's like different endings to all these props in

707
00:34:36,960 --> 00:34:40,920
the world. It's like what color they art when they

708
00:34:40,960 --> 00:34:41,400
finish it.

709
00:34:41,760 --> 00:34:47,000
Speaker 2: Yeah, But to go back to the art, yeah, I

710
00:34:48,039 --> 00:34:50,519
was I was not very good at pixel art, but

711
00:34:50,559 --> 00:34:53,320
I was trying to learn when the game started, and

712
00:34:53,360 --> 00:34:57,880
so I hired a couple of people to do art.

713
00:34:59,519 --> 00:35:03,159
You know. I sometimes do a really rough version of

714
00:35:03,159 --> 00:35:05,119
it and send it to them, and then they would

715
00:35:05,400 --> 00:35:10,119
improve on it. And then I mean I almost every

716
00:35:10,159 --> 00:35:13,559
piece of art, with the exception of the story backgrounds,

717
00:35:14,000 --> 00:35:17,480
I have touched up as I've gotten better, and as

718
00:35:17,519 --> 00:35:19,199
I've looked at the art and been like, oh, they

719
00:35:19,320 --> 00:35:22,159
left a stray pixel here, you know, sometimes years later

720
00:35:22,280 --> 00:35:25,079
realizing that too, right, like left I stared at it.

721
00:35:25,159 --> 00:35:27,360
I'm like, I don't know how I missed that. That

722
00:35:27,400 --> 00:35:30,760
frame of animation has you know, the leg wrong or whatever.

723
00:35:30,800 --> 00:35:34,400
But I'm seeing it now. So, and I've gotten a

724
00:35:34,400 --> 00:35:37,440
lot better. And at this point, like I was telling you,

725
00:35:37,480 --> 00:35:39,199
I kind of saved some of the endings and story

726
00:35:39,239 --> 00:35:43,079
stuff till the end. I was like, I now can

727
00:35:43,320 --> 00:35:46,559
do those animation Whereas like I need a new animation

728
00:35:46,599 --> 00:35:48,679
for the ending. I knew I needed like ten and

729
00:35:48,719 --> 00:35:50,360
I was like, do I need to hire somebody? I'm like,

730
00:35:50,440 --> 00:35:52,440
not anymore. And now I've got it. I got it great.

731
00:35:52,840 --> 00:35:55,679
I mean, I'm not trying to be like, Ooh, I'm

732
00:35:55,719 --> 00:35:57,480
the best pixel artist, because I'm not, But like I

733
00:35:57,519 --> 00:36:01,960
think I can confidently take the existing assets and like

734
00:36:02,280 --> 00:36:04,679
make a new animation and stuff like that, and that's

735
00:36:04,679 --> 00:36:08,320
a big step for me because I've gotten a lot

736
00:36:08,320 --> 00:36:08,880
better at it.

737
00:36:09,360 --> 00:36:12,719
Speaker 1: Yeah. Yeah, I feel like I'm assume that most of

738
00:36:12,760 --> 00:36:15,199
these people that you worked with or hired weren't really

739
00:36:15,280 --> 00:36:17,880
communicating with each other. It's more just like you kind

740
00:36:17,880 --> 00:36:20,760
of being the mastermind of it, the puppeteers, so to speak.

741
00:36:20,760 --> 00:36:22,639
And I feel like with the game gen that we did,

742
00:36:23,280 --> 00:36:25,199
like I feel like you were such a great leader

743
00:36:25,280 --> 00:36:27,519
in that and you know there's four other people, but

744
00:36:27,559 --> 00:36:29,920
I feel like you just got everyone together and all

745
00:36:30,000 --> 00:36:34,119
that worked really well together. Great communicator, very open feedback

746
00:36:34,119 --> 00:36:36,320
and all that stuff too. Do you have a favorite

747
00:36:36,360 --> 00:36:38,159
thing though, like when you're working on the game, is

748
00:36:38,239 --> 00:36:39,000
or a favorite part for you?

749
00:36:39,119 --> 00:36:39,199
Speaker 2: Is it?

750
00:36:39,280 --> 00:36:41,079
Speaker 1: Is it level designed? Do you actually find that you

751
00:36:41,119 --> 00:36:43,000
love the coding? Like, what is your favorite part?

752
00:36:43,079 --> 00:36:46,880
Speaker 2: Level design? You said at first? Yeah, I think, like

753
00:36:46,880 --> 00:36:50,920
like I said, when you said, oh, what have I done?

754
00:36:51,239 --> 00:36:51,639
Speaker 1: Just me?

755
00:36:52,840 --> 00:36:54,480
Speaker 2: And I mean, I guess I haven't really done that

756
00:36:54,519 --> 00:36:56,559
even just me, because I've had people play test it

757
00:36:56,599 --> 00:36:58,360
and I've watched them and I've taken their feedback and

758
00:36:58,360 --> 00:37:01,400
I've adjusted it. But the level design is the one

759
00:37:01,440 --> 00:37:07,800
thing that like is all me. Like I really enjoyed

760
00:37:08,400 --> 00:37:14,639
the process of creating the new mechanics combining them. I

761
00:37:14,679 --> 00:37:19,239
took a very mathematical approach in this game for some reason,

762
00:37:19,960 --> 00:37:23,639
maybe because it's robotic themed and stuff like that, in

763
00:37:23,760 --> 00:37:26,320
terms of the levels and how they progress and what

764
00:37:26,400 --> 00:37:32,280
elements are in them. And I think just I could,

765
00:37:32,719 --> 00:37:34,519
I probably I had to be at some point, like

766
00:37:34,679 --> 00:37:39,239
we got to stop making levels because people aren't gonna

767
00:37:39,239 --> 00:37:41,920
want to play Fast World eight or nine, you know

768
00:37:41,920 --> 00:37:46,079
what I mean. Like so, but that was probably the

769
00:37:46,119 --> 00:37:47,719
part that I really enjoy.

770
00:37:48,360 --> 00:37:50,559
Speaker 1: Yeah, I feel like that's maybe a dangerous one then

771
00:37:50,760 --> 00:37:52,840
for that to be your favorite thing, because that easily

772
00:37:52,920 --> 00:37:55,480
just like rolls into this huge scope issue. Whe're like, well,

773
00:37:55,480 --> 00:37:57,559
I could just keep making levels all day long, but

774
00:37:57,599 --> 00:37:59,360
then okay, well now I need new zones, Now I

775
00:37:59,400 --> 00:38:00,960
need to do art, No, I need to How is

776
00:38:01,000 --> 00:38:02,880
the story going to work across these things? So at

777
00:38:02,880 --> 00:38:04,760
some point you just got to say, okay, fine, I'll

778
00:38:04,800 --> 00:38:07,239
stop and maybe you can do more later in a

779
00:38:07,280 --> 00:38:10,760
bonus way or something. Yeah, exactly, Yeah, that's uh, that's

780
00:38:11,079 --> 00:38:13,239
did you find that? Were there any worlds or zones

781
00:38:13,280 --> 00:38:15,400
that just didn't end up working you just had to

782
00:38:15,800 --> 00:38:17,639
chop them where you just felt like a pacing wise,

783
00:38:17,920 --> 00:38:20,039
this one's good, but like I just want the game

784
00:38:20,079 --> 00:38:22,079
to be tighter and more focused. Like, how did that

785
00:38:22,079 --> 00:38:23,559
that go for you? And did it? Was it tricky

786
00:38:23,599 --> 00:38:25,960
after you spent hours and hours and weeks and weeks

787
00:38:25,960 --> 00:38:27,639
making a level and have to get rid of it.

788
00:38:27,639 --> 00:38:30,280
Did that ever happen in a way that was heartbreaking?

789
00:38:31,519 --> 00:38:37,840
Speaker 2: Yeah, there's definitely three major mechanics that I have levels

790
00:38:37,840 --> 00:38:41,239
that I actually think are pretty solid levels, which I

791
00:38:41,239 --> 00:38:43,719
think you even might remember the wind the level.

792
00:38:44,000 --> 00:38:44,679
Speaker 1: I do remember the one.

793
00:38:44,920 --> 00:38:49,840
Speaker 2: Yeah, I cut that and I cut two other mechanics

794
00:38:49,840 --> 00:38:54,280
that I designed full levels for, and the wind level especially,

795
00:38:54,320 --> 00:38:56,639
I feel like I polished quite a bit and then

796
00:38:56,800 --> 00:38:59,000
just cut it. And that one feels a little sad,

797
00:38:59,039 --> 00:39:01,760
But I actually, to your point, like I might, it

798
00:39:01,840 --> 00:39:03,840
might it might show up in an updated you know,

799
00:39:03,880 --> 00:39:06,280
as a bonus thing at some point if I ever

800
00:39:07,199 --> 00:39:10,840
get around to that. Yeah, no promises, but it is

801
00:39:10,960 --> 00:39:14,239
it is, you know, something I might do. And then

802
00:39:14,280 --> 00:39:19,840
there are some variations like I think, like it's just iteration,

803
00:39:20,000 --> 00:39:23,679
right like where when I first was making these levels,

804
00:39:23,800 --> 00:39:26,679
there wasn't a lot of consistency, but then at some

805
00:39:26,760 --> 00:39:29,639
point I decided, Okay, every level has to have four checkpoints,

806
00:39:30,360 --> 00:39:34,519
and so I and every level should be each checkpoint

807
00:39:34,519 --> 00:39:38,119
should be roughly this far apart. Maybe later levels that

808
00:39:38,119 --> 00:39:41,320
they're longer segments, you know what I mean, like and

809
00:39:41,320 --> 00:39:43,360
and some of that was just feel, but at some

810
00:39:43,360 --> 00:39:45,880
point then I was like, Okay, I gotta do this,

811
00:39:46,000 --> 00:39:51,280
and so a few levels got severely changed because of that,

812
00:39:51,400 --> 00:39:54,519
where I was like, oh, this level has three checkpoints,

813
00:39:54,639 --> 00:39:58,079
I need to lengthen it, or this one is way

814
00:39:58,119 --> 00:40:00,519
too long, you know what I mean, needs to be

815
00:40:01,960 --> 00:40:05,760
shortened or whatever, and those sort of things, but those didn't,

816
00:40:05,800 --> 00:40:12,159
those never felt quite sad. Usually most of the times

817
00:40:12,559 --> 00:40:14,559
the improvements feel good. Yeah.

818
00:40:15,519 --> 00:40:17,800
Speaker 1: Nice. Yeah. One thing I love too about I feel

819
00:40:17,800 --> 00:40:20,320
like most of the levels, if my memory is correct here,

820
00:40:20,360 --> 00:40:23,079
is that the last like little romp up to the

821
00:40:23,079 --> 00:40:25,519
actual exit is like really easy, so you feel like

822
00:40:25,519 --> 00:40:26,960
you got through all the challenge and you can kind

823
00:40:27,000 --> 00:40:29,159
of just like blast through over to the exit here

824
00:40:29,239 --> 00:40:31,320
for just like some easy platforms up, which I feel

825
00:40:31,360 --> 00:40:35,039
like is a nice little little dessert I guess at

826
00:40:35,079 --> 00:40:36,679
the end of each level, which is Yeah.

827
00:40:36,880 --> 00:40:38,840
Speaker 2: One thing I kind of came around to, and it's

828
00:40:38,880 --> 00:40:42,079
not exactly true on every level, but it's pretty true

829
00:40:42,119 --> 00:40:46,440
for most levels is that with four checkpoints, that essentially

830
00:40:46,440 --> 00:40:53,360
makes five segments right between them, and one segment on

831
00:40:53,440 --> 00:40:56,800
each level is pretty darn hard. I just tried to

832
00:40:56,800 --> 00:41:00,280
make one be like that's the challenging segment. I want

833
00:41:00,280 --> 00:41:02,079
to have two or three that are super hard. I

834
00:41:02,119 --> 00:41:05,039
want to have just one, and usually it shouldn't be

835
00:41:05,079 --> 00:41:07,840
the last one, right like that, that should be a

836
00:41:07,880 --> 00:41:12,079
little bit of a downhill, right like slide, So.

837
00:41:12,719 --> 00:41:14,800
Speaker 1: That's good for the pacing of it. Do you put

838
00:41:14,800 --> 00:41:16,239
you on the spot here? Do you have a favorite

839
00:41:16,400 --> 00:41:18,440
zone or a favorite level.

840
00:41:19,119 --> 00:41:22,559
Speaker 2: Oh, man, I think it's the last one. I I think, uh,

841
00:41:23,559 --> 00:41:25,360
And I don't want to say why because I think

842
00:41:25,360 --> 00:41:27,360
it's a little it's just a little different than all

843
00:41:27,360 --> 00:41:29,679
the rest of them. And also, like I said, I

844
00:41:29,800 --> 00:41:34,440
mechanically approached the game. I really like, mathematically broke down

845
00:41:34,480 --> 00:41:37,800
how the levels work, and so level nine is where

846
00:41:38,559 --> 00:41:42,639
everything is combined every mechanic is in it, or Zone nine,

847
00:41:42,639 --> 00:41:45,719
I should say, is where every mechanic is in every level.

848
00:41:47,719 --> 00:41:51,320
And that feels really like, oh, you know, it's like,

849
00:41:51,320 --> 00:41:54,360
this is what we're building up to, and here it is.

850
00:41:54,480 --> 00:41:57,039
Speaker 1: So that's great. That's that. I don't know if you

851
00:41:57,039 --> 00:41:59,119
played in Neon White, but they kind of did that too,

852
00:41:59,119 --> 00:42:02,199
where the fine every world has its own new kind

853
00:42:02,199 --> 00:42:03,840
of main mechanic to it, and then the final one

854
00:42:03,880 --> 00:42:06,320
is combining everything and it just feels amazing and it

855
00:42:06,360 --> 00:42:09,239
feels like, yeah, it's so rewarding after you spend all

856
00:42:09,280 --> 00:42:10,679
this time to learn all this stuff and maybe you

857
00:42:10,719 --> 00:42:12,079
haven't seen one of them in a while.

858
00:42:11,960 --> 00:42:14,880
Speaker 2: Right, Yeah, told them to come back or whatever.

859
00:42:15,639 --> 00:42:19,840
Speaker 1: Yeah, I love it. A question for you on marketing

860
00:42:19,880 --> 00:42:22,119
it because I've been extremely off social media so I

861
00:42:22,159 --> 00:42:24,480
haven't seen if you've been posting much. But what has

862
00:42:24,599 --> 00:42:27,719
marketing been like for you? And is that something you

863
00:42:27,800 --> 00:42:29,519
enjoy or is that we're like, Okay, I just have

864
00:42:29,599 --> 00:42:30,000
to do it.

865
00:42:30,519 --> 00:42:33,599
Speaker 2: Yeah, that's probably the thing I am the worst at.

866
00:42:35,079 --> 00:42:37,599
The example I always tell everyone is so you can

867
00:42:37,639 --> 00:42:40,719
see behind me in the video these puppets right here,

868
00:42:41,079 --> 00:42:44,480
I used to make puppets. I did it primarily as

869
00:42:44,519 --> 00:42:47,519
a performance thing. I was a puppeteer, and I mostly

870
00:42:47,559 --> 00:42:50,320
made them to perform with. But I also did a

871
00:42:50,320 --> 00:42:54,239
couple of like craft shows and made puppets to sell.

872
00:42:55,119 --> 00:42:59,280
And I remember somebody calling me out because I convinced

873
00:42:59,400 --> 00:43:03,440
somebody not to buy a puppet from me. Like, that's

874
00:43:03,440 --> 00:43:07,000
how good at marketing I am. That is the example

875
00:43:07,039 --> 00:43:11,119
I give, Like I I think it's just I think,

876
00:43:11,360 --> 00:43:13,039
like a lot of people, especially in this day and age,

877
00:43:13,039 --> 00:43:16,440
where everybody's you know, trying to market themselves and you're

878
00:43:16,480 --> 00:43:20,159
a brand and so yourself, that just doesn't feel authentic.

879
00:43:20,199 --> 00:43:24,800
And I've never liked pressuring people, and I've never liked

880
00:43:25,280 --> 00:43:28,519
being like, hey, look at me, you know, so it's

881
00:43:28,559 --> 00:43:34,800
really hard for me to bridge those things and and

882
00:43:34,800 --> 00:43:37,320
and find a way that feels authentic and doesn't feel

883
00:43:37,320 --> 00:43:40,920
like I'm just posting a bunch of stuff. So I'm not.

884
00:43:41,199 --> 00:43:43,719
I've not done a very good job of it, to

885
00:43:43,800 --> 00:43:47,440
be completely honest, and I've tried, and I've pushed myself

886
00:43:47,480 --> 00:43:50,360
and I'm trying in these and I will continue to.

887
00:43:52,400 --> 00:43:56,880
But I will you've got advice or lessons or whatever,

888
00:43:57,360 --> 00:44:00,000
like I'm open minded on that stuff.

889
00:44:00,639 --> 00:44:02,119
Speaker 1: I don't know if I can help you much because

890
00:44:02,119 --> 00:44:05,039
that's also something I didn't enjoy. And you know, I

891
00:44:05,119 --> 00:44:07,480
probably should have done a lot more marketing before launching

892
00:44:07,519 --> 00:44:10,760
Potion Problem if I wanted it to be more financially successful,

893
00:44:10,760 --> 00:44:12,559
but I think I just wanted to be done with

894
00:44:12,639 --> 00:44:13,920
it when when I was at.

895
00:44:13,800 --> 00:44:17,400
Speaker 2: That, Yeah, I think, well, like I think one of

896
00:44:17,440 --> 00:44:20,400
the things that I tell myself is also like the

897
00:44:20,400 --> 00:44:23,280
success is not necessarily financial success, right, And I think

898
00:44:23,320 --> 00:44:25,480
for you it's probably the same, right, it's finishing it

899
00:44:26,840 --> 00:44:29,159
or there are different levels of success or different aspects

900
00:44:29,199 --> 00:44:31,400
of it, and financial success is one piece of it.

901
00:44:31,599 --> 00:44:34,039
And I don't think financial success is very likely on

902
00:44:34,079 --> 00:44:36,280
your first game, right, like your.

903
00:44:36,199 --> 00:44:39,000
Speaker 1: First visuals with how many games are on Steam on

904
00:44:39,039 --> 00:44:40,840
a daily basis at this point.

905
00:44:40,960 --> 00:44:44,880
Speaker 2: Right, So I think it's more about obviously that we

906
00:44:44,920 --> 00:44:46,760
shouldn't use that as an excuse to not do it,

907
00:44:46,920 --> 00:44:50,880
which is easy to do. But I think there were

908
00:44:50,880 --> 00:44:54,719
different parts or different time periods over the last three

909
00:44:54,800 --> 00:44:59,360
years where I've really like needed quote unquote this game

910
00:44:59,400 --> 00:45:01,480
to do well for financially, Like when I was working

911
00:45:01,559 --> 00:45:04,000
a job that I really was unhappy in for example,

912
00:45:04,000 --> 00:45:07,679
whereas like this will get me out, you know what

913
00:45:07,679 --> 00:45:10,800
I mean, And that's not really a healthy or helpful

914
00:45:10,800 --> 00:45:15,000
at either, right to Like, so I think now that

915
00:45:15,039 --> 00:45:19,760
I have a job where I'm happy, I would be

916
00:45:19,800 --> 00:45:21,559
great if the game made a lot of money, but

917
00:45:21,960 --> 00:45:27,800
that's you know, not that's not success right for me?

918
00:45:27,920 --> 00:45:28,360
Right now?

919
00:45:29,800 --> 00:45:33,000
Speaker 1: That's yeah, that sounds no. I mean, I just love

920
00:45:33,039 --> 00:45:34,800
I was self aware you are of that. It feels

921
00:45:34,960 --> 00:45:38,079
very healthy, uh, the way the way you set it

922
00:45:38,119 --> 00:45:39,840
up there, and that was something I wanted Dimension dudes.

923
00:45:39,840 --> 00:45:43,000
I feel like my one part that I remember a

924
00:45:43,000 --> 00:45:45,159
big part of this development was when you were doing

925
00:45:45,239 --> 00:45:48,840
the monthly I think it was monthly devlogs, right, And

926
00:45:48,880 --> 00:45:50,559
I think that was because you you were working a

927
00:45:50,559 --> 00:45:52,480
full time job and then you left that and then

928
00:45:52,480 --> 00:45:54,079
you were kind of putting a lot of time into

929
00:45:54,079 --> 00:45:56,280
the game, and then you had to get a job again,

930
00:45:56,760 --> 00:45:58,719
and then at some point in there, like Switchheads, you

931
00:45:58,760 --> 00:46:00,280
were on there and not off there. So just in

932
00:46:00,360 --> 00:46:01,920
terms of like how much time you have on a

933
00:46:02,000 --> 00:46:05,079
daily basis, But those devlogs, I really love those. And

934
00:46:05,119 --> 00:46:07,079
I don't know how much those move the needle in

935
00:46:07,119 --> 00:46:09,159
terms of like the marketing side of it, but even

936
00:46:09,480 --> 00:46:12,159
for me personally, just like to have that and feel like,

937
00:46:12,199 --> 00:46:15,039
oh man, so many of these feelings you're having. I'm

938
00:46:15,079 --> 00:46:17,639
feeling too working on my project and stuff, and just

939
00:46:17,679 --> 00:46:20,599
how personal it was and just to see those updates

940
00:46:20,639 --> 00:46:24,320
was really fun. So I really enjoyed those those devlogs.

941
00:46:24,360 --> 00:46:26,840
Speaker 2: Those are cool, yeah, And I think maybe you can

942
00:46:27,320 --> 00:46:29,760
relate to this too as somebody who's making a game,

943
00:46:30,599 --> 00:46:32,280
you know, like I did higher out parts, but it

944
00:46:32,360 --> 00:46:35,119
still is me at the end of the day, like

945
00:46:35,199 --> 00:46:37,159
making the decisions and telling people what to do, and

946
00:46:37,639 --> 00:46:42,400
it's really my game, right, Like ultimately, like you're doing

947
00:46:42,440 --> 00:46:47,199
so many things that like it's really like all this

948
00:46:47,320 --> 00:46:51,920
time that you're spending marketing or especially if it's stuff

949
00:46:51,960 --> 00:46:54,519
that you're not sure that it even matters, like posting

950
00:46:54,559 --> 00:46:57,840
on social media or writing devlogs. Like, it's really nice

951
00:46:57,880 --> 00:46:59,440
to hear you say that, because I would write these

952
00:46:59,440 --> 00:47:01,519
things and I would share them, and then I'd just

953
00:47:01,559 --> 00:47:04,519
be like, did I just waste a lot of time

954
00:47:04,599 --> 00:47:06,360
that I could have been working on the game when

955
00:47:06,360 --> 00:47:08,639
I have limited time because I'm working a job, and

956
00:47:08,679 --> 00:47:11,280
you know what I mean, like writing this and thinking

957
00:47:11,280 --> 00:47:14,440
of this idea and sharing it, and that's kind of

958
00:47:14,440 --> 00:47:16,719
where I landed of and that's where I've also kind

959
00:47:16,719 --> 00:47:19,079
of like, especially for this first game, of like I

960
00:47:19,119 --> 00:47:23,880
just need to make the game, like that's that's without that,

961
00:47:24,480 --> 00:47:25,599
like you have nothing.

962
00:47:25,719 --> 00:47:29,400
Speaker 1: So yeah, definitely, I mean I think inherently too, like

963
00:47:29,440 --> 00:47:31,360
if you go on to make other games, release more

964
00:47:31,360 --> 00:47:33,760
games on Steam, the fact that you have something else

965
00:47:33,800 --> 00:47:35,360
on Steam and people can be like, oh, whatever this

966
00:47:35,360 --> 00:47:37,159
project is, click on the developer name, Oh there's another

967
00:47:37,159 --> 00:47:38,679
game here. I'm gonna check this game out. Like I

968
00:47:38,679 --> 00:47:41,079
feel like there's a lot of that starts happening naturally

969
00:47:41,079 --> 00:47:43,400
over time too, once you build up a bit more

970
00:47:43,400 --> 00:47:43,639
of that.

971
00:47:43,760 --> 00:47:47,519
Speaker 2: But absolutely, yeah, I mean I was talking to somebody

972
00:47:47,559 --> 00:47:49,480
else about this or write a friend of mine and Dan,

973
00:47:49,639 --> 00:47:53,159
you know Dan, and he was like, yeah, you think

974
00:47:53,199 --> 00:47:55,320
of him as like lightning rods, Like, not all of

975
00:47:55,360 --> 00:47:58,079
your lightning rods are gonna get attract lightning, but the

976
00:47:58,119 --> 00:47:59,760
more you put out there, one of them might hit,

977
00:47:59,800 --> 00:48:02,519
you know. Yeah, And I liked that metaphor that he used,

978
00:48:02,599 --> 00:48:05,440
So that's how it's like, that's why I'm like, I've

979
00:48:05,519 --> 00:48:10,440
learned so much from doing this. It would be I mean,

980
00:48:10,480 --> 00:48:13,880
it wouldn't be stupid to quit, but it would be like,

981
00:48:14,480 --> 00:48:16,360
in some ways, I'm like, it would be stupid to

982
00:48:16,440 --> 00:48:18,320
not try one more time, you know what I mean.

983
00:48:18,480 --> 00:48:22,039
Be a little more efficient, be a little bit more knowledgeable,

984
00:48:22,159 --> 00:48:25,199
you know. But I also totally understand why people make

985
00:48:25,239 --> 00:48:28,000
one game and then they're like, that was a lot

986
00:48:28,039 --> 00:48:29,559
of work, and I never want to do that again,

987
00:48:29,679 --> 00:48:29,880
you know.

988
00:48:30,079 --> 00:48:34,320
Speaker 1: Mm hmmmmm uh Okay, I I don't think I have

989
00:48:34,400 --> 00:48:36,960
any more like specific game questions, but I guess other

990
00:48:37,039 --> 00:48:40,599
than yeah, you kind of already hinted that maybe like

991
00:48:40,639 --> 00:48:43,960
post launch you might maybe do some more levels or something.

992
00:48:44,039 --> 00:48:45,880
But what like right now, obviously we're a few days

993
00:48:45,920 --> 00:48:48,039
out from the release date. In an ideal world, what

994
00:48:48,079 --> 00:48:50,199
does like the post launch look like for this for you,

995
00:48:50,239 --> 00:48:53,840
Like maybe a couple bug fixes, maybe you want to

996
00:48:53,880 --> 00:48:56,400
do a bit more or you kind of like ready

997
00:48:56,440 --> 00:48:58,719
to move on and try something else where you are

998
00:48:58,840 --> 00:48:59,199
right now.

999
00:48:59,239 --> 00:49:01,239
Speaker 2: It's funny because if you'd asked me that question like

1000
00:49:01,280 --> 00:49:02,880
two or three weeks ago, I would have been like,

1001
00:49:02,920 --> 00:49:04,440
I'm gonna do the bug fixes and I'm going to

1002
00:49:04,519 --> 00:49:07,800
move on. But something about being knee deep in it

1003
00:49:07,920 --> 00:49:11,639
right now, I'm like, maybe I'll do one small content update,

1004
00:49:13,280 --> 00:49:17,239
But I also could see myself really changing my mind,

1005
00:49:18,599 --> 00:49:20,320
you know what I mean. And some of it is

1006
00:49:20,360 --> 00:49:24,679
like if and I don't expect like hundreds of thousands

1007
00:49:24,719 --> 00:49:27,519
of people to buy my game or anything like that,

1008
00:49:28,800 --> 00:49:32,039
far from it, but like some of it is, well

1009
00:49:32,079 --> 00:49:35,400
what happens, you know, like is there people who are

1010
00:49:35,920 --> 00:49:38,360
playing it that where it feels like if I put

1011
00:49:38,400 --> 00:49:40,639
out a content update there would actually be people who

1012
00:49:40,719 --> 00:49:44,199
would enjoy it, or have the people that have played

1013
00:49:44,239 --> 00:49:46,280
it played it and moved on, And it's kind of

1014
00:49:46,320 --> 00:49:49,119
silly to do that. So I think it's a little

1015
00:49:49,159 --> 00:49:51,239
bit of gauging that. But I definitely want to at

1016
00:49:51,320 --> 00:49:53,920
least do a handful of updates to fix things. And

1017
00:49:53,960 --> 00:49:57,679
there are there are things on my list right now

1018
00:49:57,719 --> 00:50:03,559
that are like small, polishy things that I'm like, I'll

1019
00:50:03,559 --> 00:50:05,920
package that in with a bug fix update if I can,

1020
00:50:06,000 --> 00:50:08,039
you know what I mean, like like little quality of

1021
00:50:08,079 --> 00:50:10,719
life things. I don't even know what they are off

1022
00:50:10,719 --> 00:50:12,280
the top of my head, but there's a handful of

1023
00:50:12,320 --> 00:50:14,400
things where I've been like, yeah, that would be good

1024
00:50:14,440 --> 00:50:17,480
if if I did that, but it's not critical, and

1025
00:50:17,519 --> 00:50:20,239
so that could fit in with a bug fix update

1026
00:50:20,280 --> 00:50:22,760
at one point one or whatever. You know, we'll see

1027
00:50:22,760 --> 00:50:24,599
if we ever get to the two point zero. Yeah.

1028
00:50:24,679 --> 00:50:27,840
Speaker 1: Well, and then you mentioned also like maybe revamping that demo.

1029
00:50:27,920 --> 00:50:30,079
I guess just updating that demo you have to have

1030
00:50:30,119 --> 00:50:33,039
something that's a bit more reflective of the final product there,

1031
00:50:33,079 --> 00:50:35,719
which because I I forget what that what the demo

1032
00:50:35,880 --> 00:50:36,840
is currently is, it just.

1033
00:50:38,880 --> 00:50:41,760
Speaker 2: Can't really mean it's really meaning. Actually it is about

1034
00:50:41,760 --> 00:50:44,760
a third of the game, okay, yeah, which is a lot.

1035
00:50:44,800 --> 00:50:47,719
And that's why I was definitely hesitating. It was like,

1036
00:50:47,800 --> 00:50:52,000
is this too much to give away for free? That's

1037
00:50:52,000 --> 00:50:53,679
why I'm like, if you're if you're on the fence,

1038
00:50:53,800 --> 00:50:58,800
check it out. You know, I don't think it's that

1039
00:50:58,840 --> 00:51:01,000
hard for me to update it, So it just kind

1040
00:51:01,039 --> 00:51:04,159
of makes sense for me to keep that at parody

1041
00:51:04,239 --> 00:51:08,239
every time I do a bug fix, unless it doesn't

1042
00:51:08,559 --> 00:51:11,719
affect the demo, you know, So I kind of plan

1043
00:51:11,760 --> 00:51:14,400
on continuing to support the demo as long as I'm

1044
00:51:14,440 --> 00:51:18,239
supporting the game. But if there are content updates and

1045
00:51:18,280 --> 00:51:21,119
stuff like that, that's not going to go in the demo. Yeah.

1046
00:51:21,280 --> 00:51:24,639
Speaker 1: Yeah, and then how about so obviously game jams. I'm

1047
00:51:24,639 --> 00:51:26,039
sure you plan to do a lot more of those,

1048
00:51:26,480 --> 00:51:28,480
But I've found, for sure, especially in that last year

1049
00:51:28,480 --> 00:51:31,000
of making Potion problem, the amount of intrusive thoughts I

1050
00:51:31,039 --> 00:51:32,199
had to push away of, like, well, I have a

1051
00:51:32,239 --> 00:51:36,079
cool game idea and really work on this, Like are

1052
00:51:36,079 --> 00:51:37,800
you just bubbling with those right now, or are you

1053
00:51:37,840 --> 00:51:39,760
like trying your hardest to like dig a hole, throw

1054
00:51:39,800 --> 00:51:41,119
them in the hottle and bury it up.

1055
00:51:41,679 --> 00:51:46,039
Speaker 2: I definitely am bubbling with those. And I think doing

1056
00:51:46,599 --> 00:51:48,719
the game jam with you and the game jam I

1057
00:51:48,760 --> 00:51:54,920
did prior to that, both of those inspired me. I mean,

1058
00:51:55,760 --> 00:51:58,239
I mean I wouldn't even mind returning to that idea,

1059
00:51:58,320 --> 00:52:01,199
like that was a cool idea. Yeah, But also like

1060
00:52:01,280 --> 00:52:04,440
I think I found myself. It's kind of funny because

1061
00:52:04,440 --> 00:52:06,480
I think game jams will do that to you. Like

1062
00:52:06,559 --> 00:52:09,199
my son and I both after one of the game jams,

1063
00:52:09,280 --> 00:52:13,679
We're both like sitting here working on new ideas, like

1064
00:52:14,199 --> 00:52:16,679
and then I'm like wait a minute, like, I this

1065
00:52:16,719 --> 00:52:17,199
is dumb.

1066
00:52:17,440 --> 00:52:19,880
Speaker 1: Yeah. My rule was like as far as I'll go

1067
00:52:20,079 --> 00:52:22,280
is I'll put things on a Google doc, but I'm

1068
00:52:22,320 --> 00:52:24,760
not allowed to open a new game maker project.

1069
00:52:24,519 --> 00:52:27,679
Speaker 2: Do an art for like the game. And then I

1070
00:52:27,719 --> 00:52:32,039
was like whoa, Like stop, you know this is cool,

1071
00:52:32,159 --> 00:52:34,920
but like let's let's let's slow a roll up.

1072
00:52:35,199 --> 00:52:35,800
Speaker 1: Yeah.

1073
00:52:36,039 --> 00:52:41,679
Speaker 2: Yeah, so I definitely don't know, uh exactly, I have

1074
00:52:42,119 --> 00:52:45,480
what I'll do next, but I have a lot of ideas. Yeah, gotcha.

1075
00:52:45,679 --> 00:52:48,440
Speaker 1: Uh so as we wrap up on monochrom Heights here,

1076
00:52:48,480 --> 00:52:50,920
any I don't know, do you have any final lesson

1077
00:52:51,039 --> 00:52:54,000
or a final funny story or a funny glitch in

1078
00:52:54,039 --> 00:52:55,960
the game, Like, I don't know any one good final

1079
00:52:55,960 --> 00:52:56,719
anecdote for us.

1080
00:52:58,239 --> 00:53:02,719
Speaker 2: Uh yeah, I think it's just I mean this, well,

1081
00:53:02,760 --> 00:53:07,519
maybe a couple things real briefly, like the the glitch

1082
00:53:07,639 --> 00:53:09,800
that just won't go away. It's like I've had this

1083
00:53:10,000 --> 00:53:14,519
cannonball glitch in the game and I fixed it, and

1084
00:53:14,599 --> 00:53:16,079
I've tried to fix it and I fixed it in

1085
00:53:16,119 --> 00:53:18,880
multiple different ways, and then just yesterday, I think it

1086
00:53:18,920 --> 00:53:21,639
was maybe two days ago, I realized that the fix

1087
00:53:21,719 --> 00:53:23,880
I was implementing it only works in the editor and

1088
00:53:23,960 --> 00:53:27,039
doesn't work in the build, because I was playing the

1089
00:53:27,039 --> 00:53:29,199
game and it happened, and I'm like, what the heck,

1090
00:53:30,400 --> 00:53:32,880
And I went to the editor and I'm like, it's fixed,

1091
00:53:33,320 --> 00:53:35,480
and then I just was like, wait a minute, I

1092
00:53:35,519 --> 00:53:38,159
think this is something is you know what I mean,

1093
00:53:38,199 --> 00:53:39,760
if you ever had that problem, that is a really

1094
00:53:39,800 --> 00:53:43,159
frustrating problem to have where something works in the engine

1095
00:53:43,159 --> 00:53:45,880
but doesn't it work in your builds, And so I

1096
00:53:46,000 --> 00:53:50,800
basically had to redesign a solution differently that at least

1097
00:53:50,960 --> 00:53:54,599
I think is working. And that was just the other day,

1098
00:53:54,639 --> 00:53:56,920
so that was like a little stressful. But also it's

1099
00:53:56,920 --> 00:53:58,519
not that big of a deal. It's not a glitch

1100
00:53:58,559 --> 00:54:02,920
that like really matter. It's just a visual thing. I

1101
00:54:02,920 --> 00:54:06,639
mean it does basically the canball will fire twice sometimes

1102
00:54:06,679 --> 00:54:09,159
if you respawn it just the right time and it's

1103
00:54:09,239 --> 00:54:12,559
firing sequence and it has two cannonballs, and I'm like

1104
00:54:12,639 --> 00:54:15,480
and it looks ugly and it okay, it just kind

1105
00:54:15,480 --> 00:54:15,800
of well.

1106
00:54:15,679 --> 00:54:17,800
Speaker 1: At least your game is hard, so if that happens,

1107
00:54:17,800 --> 00:54:19,199
people are like, oh, it's just a hard game.

1108
00:54:23,079 --> 00:54:27,159
Speaker 2: So that one is for us is like frustrating and

1109
00:54:27,199 --> 00:54:28,960
funny to me at the same time. But I also

1110
00:54:28,960 --> 00:54:31,800
feel like, I don't know, there are some glitches that

1111
00:54:31,840 --> 00:54:33,880
have been around for a while, and as I've gotten

1112
00:54:33,920 --> 00:54:38,599
better at programming and coding, like I'm just so much

1113
00:54:38,639 --> 00:54:43,559
better at bug fixing now and debugging and that sort

1114
00:54:43,559 --> 00:54:46,760
of thing. Like, so there are some like that one,

1115
00:54:46,800 --> 00:54:49,159
for example, and another glitcher two that had been in

1116
00:54:49,199 --> 00:54:51,079
the game for a really long time that I hadn't

1117
00:54:51,079 --> 00:54:53,239
even messed with because they're just kind of minor and rare,

1118
00:54:54,079 --> 00:54:56,000
where when I finally sat down within the last month

1119
00:54:56,119 --> 00:54:58,440
or two to try to fix them, I'm just like, oh,

1120
00:54:58,920 --> 00:55:01,760
that's what it is. And it's like I tried to

1121
00:55:01,760 --> 00:55:04,960
fix this a year ago for like a week straight

1122
00:55:05,000 --> 00:55:06,840
and couldn't figure it out, and here I am in

1123
00:55:06,920 --> 00:55:11,159
one hour like identifying and solving it, you know, And

1124
00:55:11,199 --> 00:55:14,519
so maybe there's a lesson there of Like that's another

1125
00:55:14,559 --> 00:55:16,280
reason I'm like I got to just make a second game,

1126
00:55:16,320 --> 00:55:19,159
because I'm not saying I'm great at any of these things,

1127
00:55:19,159 --> 00:55:21,239
because I'm really not, but I have leveled up.

1128
00:55:21,679 --> 00:55:26,239
Speaker 1: Yeah, definitely, definitely right on. That's that's great to hear.

1129
00:55:26,320 --> 00:55:27,960
And then just one last question for you, and this

1130
00:55:28,039 --> 00:55:29,800
is a selfish one because I don't get to listen

1131
00:55:29,800 --> 00:55:32,239
to you on a weekly basis on a podcast anymore.

1132
00:55:33,360 --> 00:55:36,119
What have you been playing lately? Any gaming highlights of

1133
00:55:36,119 --> 00:55:38,760
anything you've played last I know you've been way too

1134
00:55:38,760 --> 00:55:41,960
busy just working on Monochrome, especially in the finish line here,

1135
00:55:42,000 --> 00:55:42,679
But what have you been playing?

1136
00:55:42,880 --> 00:55:45,480
Speaker 2: I have like been putting off playing games I was

1137
00:55:45,519 --> 00:55:48,639
in the last few months, Like I bought Doggie Kung

1138
00:55:48,679 --> 00:55:51,599
Bonanza and I didn't touch it, and my son played

1139
00:55:51,719 --> 00:55:53,199
a lot of it, and I was like, no, I

1140
00:55:53,239 --> 00:55:55,519
can't play that. And then I broke down and I

1141
00:55:55,559 --> 00:55:58,039
was like, I have to play something, like I can't

1142
00:55:58,519 --> 00:56:01,400
deny myself of one of my fits hobbies, like just

1143
00:56:01,440 --> 00:56:06,480
because so I picked up Chickery nice. I love playing Chickery.

1144
00:56:06,800 --> 00:56:10,280
And then Silk Song got announced like last minute.

1145
00:56:10,320 --> 00:56:12,119
Speaker 1: Yeah, because you're a big hollow Night guy, right, you love.

1146
00:56:12,280 --> 00:56:15,039
Speaker 2: Hollow Knight pan Yeah, Like, and that's very inspirational to me.

1147
00:56:15,480 --> 00:56:18,159
And so I was like, well, I can't. I can't

1148
00:56:18,159 --> 00:56:20,440
avoid silk Songs. So the two games I've been playing

1149
00:56:20,519 --> 00:56:23,840
quite a decent amount of somehow on top of all

1150
00:56:23,920 --> 00:56:26,039
this is Chickory and Silk Song.

1151
00:56:26,679 --> 00:56:28,800
Speaker 1: Nice. Nice. Okay, I don't want to get any spoilers

1152
00:56:28,800 --> 00:56:30,440
out there for Silk Song, but I'll maybe I'll ask

1153
00:56:30,480 --> 00:56:33,239
you off cast where you're at in the game because

1154
00:56:33,239 --> 00:56:35,679
I'm curious. But now that, Yeah, Silk Song was super good.

1155
00:56:35,719 --> 00:56:38,239
And yeah, Chickery, I love chickry. What I think I

1156
00:56:38,280 --> 00:56:39,840
was made in game Maker actually, which has always been

1157
00:56:39,880 --> 00:56:42,119
inspirational for me, like I can't believe this is possible,

1158
00:56:42,159 --> 00:56:44,360
and game Maker like there's so many things I need

1159
00:56:44,360 --> 00:56:46,239
to learn. Clearly, I thought this engine was limited, but

1160
00:56:46,320 --> 00:56:48,480
I see game like that and I'm like, my mind

1161
00:56:48,519 --> 00:56:49,079
is just blown.

1162
00:56:49,400 --> 00:56:52,159
Speaker 2: Yeah, both that and wander Song, which is the main

1163
00:56:52,440 --> 00:56:54,920
developers previous game or game Maker.

1164
00:56:55,480 --> 00:56:59,719
Speaker 1: Yeah, that's amazing. All right. So October seventh, Monochrome Heights

1165
00:56:59,800 --> 00:57:03,320
is out. If people want, they can also play the demo,

1166
00:57:04,480 --> 00:57:06,719
I guess. So, you know, obviously you're not a big

1167
00:57:06,760 --> 00:57:08,840
marketing guy, so let's also help you, hope by maybe

1168
00:57:08,840 --> 00:57:10,639
going to the social media's throw alike or a comment

1169
00:57:10,679 --> 00:57:13,960
on your stuff. Where should people go to support you

1170
00:57:14,079 --> 00:57:15,280
and the game in general?

1171
00:57:15,840 --> 00:57:20,199
Speaker 2: Yeah, so my social media accounts and you know, my

1172
00:57:20,280 --> 00:57:23,559
presence and discorder anywhere else is p d YX is

1173
00:57:23,559 --> 00:57:26,559
what I go by. Sometimes websites require you to have

1174
00:57:26,599 --> 00:57:28,880
more than four characters, so a lot of places I

1175
00:57:28,880 --> 00:57:33,400
am p d Yx one, two three, and then the

1176
00:57:33,480 --> 00:57:36,679
name of my game studio is one Frog Games, and

1177
00:57:36,719 --> 00:57:38,920
I have an account for that on most places too,

1178
00:57:39,719 --> 00:57:40,920
so yeah.

1179
00:57:40,800 --> 00:57:42,840
Speaker 1: Right on. Well, Patrick, thank you so much for joining

1180
00:57:42,840 --> 00:57:44,280
me this, like I said, a long time coming to

1181
00:57:44,280 --> 00:57:46,280
get you over here on side Quest. This has been

1182
00:57:46,760 --> 00:57:49,599
a joy, a pleasure. It's always very feel like, very

1183
00:57:49,599 --> 00:57:52,719
cathartic for me too to just hear the development of

1184
00:57:52,760 --> 00:57:54,719
your game and how it kind of mirrors things I've

1185
00:57:54,719 --> 00:57:57,119
seen in my life too, So thank you for finally

1186
00:57:57,199 --> 00:57:59,960
joining me here. Thank you everyone for listening, and we

1187
00:58:00,039 --> 00:58:04,360
will see you again next time. Bye bye,

