Coming from a VertexPop Reddit AMA...
What it's like developing for Switch:
Okay, so first off: getting a pre-release Switch was pretty darn cool. 😅 Then there's a whole lot of boring stuff that matters a lot: fast deployment time (from the PC to the Switch) so we could iterate on the game quickly. Their APIs are really nice and well-thought, and the documentation is great. Like I said: boring, but it's important! Finally, Nintendo was very helpful and responsive when we had technical and usability questions.
Sales so far:
They've exceeded our expectations! We've been really happy with it overall.
Inspiration behind the title:
The main source of inspiration was just the idea of making a shoot-em-up where you had many weapons that you could use at once in an effortless manner... but fumbling with a "switch weapon" toggle was not an option. So I figured, 4 weapons = 4 face buttons, face buttons = no using the right stick, sooo... Defender! (that was literally the thought process) Also, Treasure Games and specifically Bangai-O Spirits was a huge source of inspiration! I loved how the player in Bangai-O is absurdly powerful and the game was still hard as nails! Something about the weapons, and the (kinda) attrition-based gameplay really drew me in. You can see some of that influence in GEM if you squint a bit!
On potential updates/new content:
We're listening to everyones feedback! We are supporting the game going forward, but it's a week in and we haven't figured everything out yet.
On an upcoming camera tweak:
Yeah, I’m super sorry about that! We want to add accessibility options to reduce camera motion and disable screen shake. Not sure when, but it'll happen!
from GoNintendo

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