We got up with the co-founder and Gameplay Designer Matt Gilgenbach of 24 Caret Games, the developer studio behind “Retro Grade”. We had the chance to talk about the development of the game and the current place of Indie Games.
So let’s get down to the Interview!
Question: How did you get into game development?
Awnser: I started programming QuickBASIC when I was 9 and never stopped making games since.
Q: What was the inspiration and the idea for this game, where did that came from?
A: The idea came from a debug mode we had in a demo we put together. In order to tune the gameplay, we had functionality to back up time to repeat sections again. Another developer on the team remarked that it’d be neat if we had an actual game mode when time was reversing. We decided to do our own indie project, and we tried to come up with compelling gameplay based around the idea of a game playing in reverse.
Q: Tell us more about the development of Retro/Grade, did you find any difficulties along the way?
A: The development was very difficult. We had a very small team, so it was tough to keep up with the rapidly evolving marketplace. Since we started, the bar for downloadable games was raised many times by hits like Braid and Shadow Complex, so we ended up redoing a lot of things in order to make the game more impressive.
Q: How are you going to support the replayabilty of the game? Are you going to support it with post launch content?
A: We are open to post launch content, but it depends on how well the game sells.
Q: What do you think of the Indie game market currently? Do you think it’s a theme of the future?
A: The indie game market is really rough right now because things are rapidly changing. When we started on Retro/Grade, there were few successful free to play games, kickstarter didn’t exist, and the viability of iOS games was uncertain. The game market looks completely different than it did 5 years ago. I think everyone and not just indies is struggling to figure out how to make back their development budgets. Since indie developers don’t have publishers taking the financial risk, it’s a lot scarier.
Q: What’s in store for the future of 24 Caret Games?
A: I honestly don’t know. We’ll have to see how the game does on Steam and figure it out from there.
Thanks for your time Matt and in the name of all of us on Pure News we wish you the best of luck on your future endeavours.
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