Do you love playing cute low poly games? If so, today we’ve got an exciting new interview with the developers of a cute, low poly game about abducting random stuff in a colorful shining UFO!
You can check out our review of Suck It Up here!
Before we start, we’d like to thank the Kiseki Games Team for participating in our interview, and for spending some of their valuable time answering our questions. Thanks guys!
Now without any further ado, our interview begins.
Ok first up, why did you decide to make Suck It Up?
We always start from the basic mechanic and that usually starts with brainstorming some verbs. One of the verbs happened to be using your finger to suck things on the screen. So that’s how the original prototype began.
We love the low poly – is this the correct terminology? – graphics in Suck It Up!
Could you tell us a bit about the creation of the graphics in Suck It Up?
Yeah, you can definitely call it that!
I wanted to create a style that was familiar and simple enough for one artist to handle. We’ve been very glad about the reception of the art style from fellow indie devs and fans alike. Since the characters who are aliens are kind of cute I am considering using them in some of our future games as well, so look forward to that 😀
The gameplay system in Suck It Up never makes playing the game hard, but it is still never a walk in the park. How did you manage to adjust difficulty levels in Suck It Up to be just right?
We were able to marry some hand-crafted design alongside procedural generation quite well, but it all came down to testing, balancing, and then more testing. We had a bunch of playtesters who helped by giving useful feedback so that was also handy.
Now for some geeky questions.
What programming language and or software did you use when making Suck It Up?
We used Unity3d and scripted everything using C Sharp.
Ok, here is a difficult question. What was the hardest problem you needed to overcome when developing Suck It Up?
I think as is with any budding indie developer, getting some traffic to your game is the most challenging. Compared to the actual game development, releasing and trying to get attention as a new indie dev definitely felt (and still feels) super challenging. We’re thankful to new fans and websites like Edamame who help spread the word about us.
Last question. Where do you get your inspiration or ideas from?
Nature and daily life mostly. Also by playing many, many, many other mobile games.
A few words to Suck It Up fans on Edamame Reviews.
Any new games in the near future?
Yes, we are hard at work on a new game, but currently trying to improve some things for Suck It Up and even release a big content update which should be dropping in the next week or so, so stay tuned. Feel free to follow us on Twitter @kisekigames
or my personal Twitter @resaliputra
for more updates.
Lastly a few words on how you feel about Edamame Reviews and our service.
It’s always a joy to have services such as Edamame Reviews who help indies get attention for their hard work. Please keep up the noble work!
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