Category: Interviews

  • A Gentlemens Interview – Blast Furnace Games

    A Gentlemens Interview – Blast Furnace Games

    Check Out The Full Review Below!

    Huge Thanks To Hydrorane for taking the time to talk with me!

    For those hearing about A Gentlemens Dispute for the first time, how would you describe it in your own words?

    I’d say A Gentlemen’s Dispute is a physics party brawler with elements of conventional party fighting games and roguelike power scaling, with the ability to use the upgrades each round to make a ‘build’ for yourself. Ultimately it mixes the classic physics party brawler formula with tighter controls that allow a surprising amount of depth (combos, tech) that is meant to be fun to play and watch regardless of how seriously you are taking it. And of course in the later rounds you get the insane visuals of throwing tens of grenades or hundreds of traps at once that is really unique to this game.

    What inspired the concept and unique style behind the game?

    Originally the game was created during the Global Game Jam 2024, where the prompt was ‘Make Me Laugh’. The original idea was a worms-like game where you took turns as distinguished gentlemen, walking up to each other and hitting each other with bats and various objects. It was the contrast of the gentlemenly concept of taking turns in a duel with the visual of a dude in a tux wailing on an another dude with a baseball bat and sending him flying as a ragdoll.

    Were there any particular challenges in bringing A Gentlemen’s Dispute to life that surprised you?

    There were an enormous amount of challenges in A Gentlemen’s Dispute, none of which were anticipated when we first set out to make it. Honestly if I could go back in time, knowing how hard it is but not knowing whether we could accomplish it, I’m not sure I would have recommended the idea to my past self. The idea of having our studios first title be a PvP online game with complex physics interactions and scaling upgrades was a bit insane. By far the hardest part was making the physics and the netcode work together with performance, since detailed physics, good netcode, and good performance are a delicate balance that even AAA studios struggle with. If the concept was only slightly different (no ragdolls or no scaling perks) it would be dramatically easier, but I also think it wouldn’t have quite the same magic to it, and although it definitely cost me some gray hairs, I’m really proud of how it ended up.

    What part of development has been the most fun for you so far?

    I think just being able to pick up and play the game as a team each day has been the most fun part for us. It always lifts our spirits when we have a hard couple of days and we playtest and we’re like ‘hey, this game we made is actually pretty fun’. Especially playing with the community in our discord has been a blast. For me personally my favorite part as a developer has been making all the complex interactions work together. Like being able to stick a mine to a possessed prop and float it over to someone, reflecting a rocket back at someone with a slap, or leaping into the ocean and hitting teleswap right before you hit the ground. Seeing that stuff work in real time is awesome.

    Do you see A Gentlemen’s Dispute as more of a quick, casual play experience, or something players will dive deeper into, with, let’s say, a competitive mode or ranking system?

    I see A Gentlemen’s Dispute as very similar to something like Smash bros in being something you can pick and play with your friends quickly, without needing to pvp someone online or try really hard to have fun. I think that will be the primary audience for the game. But we’ve put a lot of work into the depth of the game and people can get really, really good at it (we’ve gotten our butts kicked in a few public lobbies). I think if theres a big audience for it in the future I could see a more competitive mode as an option, but unfortunately the way the game is designed (peer to peer) makes it very hard to create a balanced competitive environment. It would need a significant rework of the netcode and the funding for dedicated servers before I would be comfortable advertising a proper ‘competitive’ mode to players. That being said playing teams mode when you are taking the game seriously is actually insanely fun so its definitely something in the back of my mind.

    Is there a specific feature/addition coming that you are most excited for people to see?

    On the horizon the thing im most excited about is more modding support and seeing more community created content in the game. I think A Gentlemen’s Dispute is a really solid platform of mechanics and there are so many directions it could go with new items, map ideas, modes, etc. We are only one small team and theres only so much of that we can explore but with the community being involved I could see things going really interesting places.

    If you had unlimited time and resources, what’s one feature you’d love to add?

    If I had unlimited time and resources I would probably rework the entire games physics engine into something custom (or something like Unity DOTS) so we could have deterministics physics and real rollback. With normal unity physics we had to cut a lot of corners to make it performant and reliable. There’s a reason most games don’t have networked ragdolls! But if we had done that this game would have taken way too long to make and may have never come out. So its something I’d love to reassess if the game is successful, either for a future overhaul or even a sequel.

    What role do you think indie games like yours play in shaping the gaming industry today?

    I think we’re seeing a trend in games very similar to what happened in other media like movies and music, where the tools to make games are becoming increasingly accessible (games are still really hard to make so its happening slowly) and its increasingly unnecessary to need massive studios to produce quality work that people will consume. I see indies like us as the beneficiaries of those changes, not necessarily the driving force. But I think the trend will continue. When I see these large studios investing so much money on tens of artists and programmers on these huge projects I get a lot of anxiety thinking how risky that is, especially when I already feel what we are doing is risky with just our small team. The gaming audience is enormous now and its much safer (and healthier for the industry overall in my opinion) to make smaller stuff focused on passionate specific audiences than trying to make huge games that appeal to massive audiences.

    So There we go! There are some excellent Answers. They set a brilliant vision of the game and its future. We hope you’ll join us on launch day for some good fun playing the game!

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  • An Interview With Parcyval Studios

    An Interview With Parcyval Studios

    I had the privilege of speaking with the developer of the newly found game “Type”, here’s how it went. Read the full review here!

    How do you view the experience you deliver with this type of game?

    Well, challenging, especially for people who don’t type that much or have problems with typing fast. On one side, I am kind of worried that this will create a problem to reach an audience, but looking at the success of stuff like osu, or even a successful competitor of this game, called “Glyphica”, you can see some people like fast typing/clicking. Always improving, beating your last record, or competing in a global leaderboard.

    There are people who want to learn typing, either young people, or learning English as a second language. Originally, I only wanted to add gibberish words to make it harder, but thinking about it now with feedback, I will add real words for this specific audience. Someone streamed my game, playing typing games in general because of health issues with her hands, which was wholesome to see! Those kind of things motivate me.

    Were there any particular games, films, or general works that influenced your game Type?

    There is a popular German YouTuber named “HandOfBlood” who has a video format where he plays bad games. and in one old video, he played a typing game. And I thought, hey, that has potential!

    Was there a feature you wanted to include but had to cut due to functionality reasons or similar?

    In all my games, I add whatever I want. It may take a bit, but nothing is impossible for me.

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    Is there a roadmap or update/content line we can expect to see in the near future? How do you plan to get new players hooked?

    This is not my main project, as you can see! It’s pretty simple! My main project is an RTS called Descending Empires, which originated from the idea of a spiritual successor to Empire at War! So I have to split my attention to this game and 2 or 3 other ones I am working on (yes, I work on 4 or 5 games at a time, alone).

    But yes, I will add a tiny tutorial/campaign with dialogue boxes, more enemies, more abilities, OF COURSE, as a roguelike, and maybe passive perks later! maybe even more if I come up with more when taking a walk outside!

    What advice would you give to indie or any game developers just starting out today?

    Everyone can do it, but at the same time, only specific people can. Be it from financial reasons (having to work all day with no time, …) or your life shaping your brain/character in a way where you just can’t think creative enough / in this specific way. It’s like with all things, we are born very similar, but life takes us different paths, and some lead to game dev, some not. Just try it out! (though you can be successful by copying existing formulars, as seen in palworld).

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    What’s been the most rewarding moment for you during the development or release of Type?

    Well, I had more players than expected, but that is probably because the demo is free! The full game will probably have less players 

    The idea was born earlier, but I really started making this game for my first Gamejam, which I made a video of here, and I never actually expected the game to be my first Steam release! Well, you never know where life takes you.

    I would like to thank the Parsy for taking the time to provide us with his insight, and most importantly, I would like to thank YOU, the reader, for making it to the end.

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  • Turning Art into Chaos: An Interview with the Creator of Sloppy Forgeries

    Turning Art into Chaos: An Interview with the Creator of Sloppy Forgeries

    I was lucky enough to ask a few questions towards the mind behind Sloppy Forgeries, an Upcoming Indie art-chaos game, Here’s what they had to say!

    What inspired you to make Sloppy Forgeries?

    It was a combination of things. I’ve always loved drawing and painting—as a kid and then as an art major in college. When I became a professor, I thought about games I enjoy and like to study, which resulted in drawing games.

    I was also making small games on the side and had just created Word After Word, a competitive local multiplayer word game using multiple keyboards. After getting the multiple keyboards thing to work, I knew I could do the same for mice and started brainstorming games that would use two mice simultaneously.

    The research and brainstorming naturally led to thinking about multi-mice drawing games. I had also done some image processing work in grad school, so knew how to compare images. The last question was what to copy? Famous paintings and the name quickly followed.

    If time and budget weren’t an issue, what’s the wildest mode or feature you’d add to Sloppy Forgeries?

    If budget weren’t an issue, I’d love for Sloppy Forgeries to be twitter for drawing/painting (before it became X and was ruined by a certain someone). What I mean by that, is a thoughtful drawing tool with a time limit where that limitation makes the prospect of art-making less daunting and more fun. All work on the platform would be made in three-minutes or less. Mobile-first.

    This idea partially came from a critique of a painting I was doing as a senior in college. I was starting a landscape painting and had just finished the underpainting and a quick glaze of color over it. My professor walked by, looked over my shoulder and said, “You’re done.” My brain kind of exploded. I stopped painting. I’m glad I did. The painting has this wonderful energy that would have been lost if I had kept working.

    Do you get more joy out of seeing players compete seriously, or just absolutely butcher the paintings for laughs?

    Great question. One of my favorite parts of Sloppy Forgeries is that it can be played in these two completely different ways. Initially, this made development challenging. I felt like I had to choose a path. Then I realized that it can be both: I’ll embrace serious play in single player and for-laughs in multiplayer. And of course the reality is people can play it however they want. That’s the beauty of games.

    TBH, I get more joy out of people laughing at what they’ve made afterwards. However, as an experience myself, I play it seriously. I think that might be the pattern for a lot of folks. You start for the laugh and then continue playing seriously after a certain point.

    What experience do you have in game development? Is this your first game?

    I’m a game design professor, so it’s not my first rodeo. A few I’ve worked on include:

    [Ayiti: The Cost of Life](www.youtube.com/watch?v=TWxG…)

    [Pangolin](www.youtube.com/watch?v=SDO7…)

    [Word After Word] (playfulsystems.com/word-after-w…)

    It’ll be the first game I’ve released in a few years, however. The development journey has been quite a ride. I made my first prototype about 7 years ago. It was received well and shown widely, but then came COVID, small children, job obligations, life, etc… I had the opportunity to continue working on it just over a year ago. Since then, it’s been a blast. I’ve learned a lot. And it’s been really nice to see it starting to find a community as well.

    And finally… Be honest, how good are you at your own game?

    Pretty good. I’ve been playing for 7 years, so there’s that. Surprisingly, I still enjoy it. I always feel like I can squeeze another half a point or two. I bet once I release it, I won’t be able to make the leaderboards, but that’s part of the fun. There might be artists out there who aren’t great at traditional video games who will REALLY excel at this. That’ll be exciting. Now, just to find them… 🙂

    Thank you so much for your time, and we here at InsideXO wish you huge luck with the release, We’ll be sure to share your progress as we hear from you, Our community cant wait to jump in and see what horrors we can create!

    Want to chat? Come join the XO Discord, and share your thoughts on the game!

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    How did i even mess up some squares!

    One response to “Turning Art into Chaos: An Interview with the Creator of Sloppy Forgeries”

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