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Interview with Jeff Evans the creator of Dash Quest

Today we’d like to share with you our interview with the amazing developer of this game, and his team, Tiny Titan Studios.

In our interview we learned a lot about how the app was made and also were lucky enough to get a sneak peek at what the future may hold for Dash Quest.

Before we start I’d like to thank Jeff Evans for participating in this interview, and for spending some of his valuable time in answering our questions. Thank you very much Jeff.

Now, without any further ado, here is our interview with Jeff Evans- the creator of Dash Quest.

 

Ok first up, why did you decide to make Dash Quest?

The initial idea for Dash Quest was to be a really simple tap left or right style game in the vein of our previous title, Happy Cube Death Arena; short play sessions and quick deaths. After putting together the prototype in a day or two I started tinkering with different types of enemies coming at you. Then I thought it would be neat to change your gear, then thought adding items and spells would be cool, then boss fights, then, then. It was essentially the epitome of feature creeping, but it was all reinforced through play testing throughout. It received a lot of early positive feedback.

 

Interesting, so can you tell us what programming language and or software you used when making Dash Quest?

It was developed entirely in Unity. I have said Unity is the best tool software to hit game development, and I stand by that. It was the first tool that really bridged the gap between artists/designers and the tech side, empowering people that aren’t super versed in code to actually create something.

 

Ok, here is a mean question. What was the hardest problem you needed to overcome when developing Dash Quest?

Dash Quest was Tiny Titan’s largest project to date, and as such I went through quite a few code refactoring bouts as I learned new and better methods to program games. There wasn’t anything overly complex in Dash Quest. It’s a lot of pretty simple systems compounded upon each other. If I had to pick one, the most difficult problem to solve would have been setting up the boss battle structure.

 

Last question. Where do you get your inspiration or ideas from?

I am mostly inspired by classic NES and SNES games, including Zelda, Metroid, Final Fantasy, Secret of Mana etc. Of course, movies and TV shows from my youth play a big part as well.

 

A few words to Dash Quest fans on Edamame Reviews.

We are working hard on updates to Dash Quest. Our next big feature will be a world map the player can explore! Aside from that the Titans are starting very early production on a much larger Metroidvania style game. Stay tuned!

Lastly a few words on how you feel about Edamame Reviews and our service. 

I think it’s great that you give Indie developers a chance for some exposure. Any traffic helps get our games off the ground.

Thank you for following Edamame Reviews!
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