We actually chatted with the creators behind “Lovers in a Dangerous Spacetime” and they were completely inspired by you guys.
Aww that’s awesome!
We’ve been trying to come up with a title for the game and my brain keeps going in that same place as “Lovers in a Dangerous Spacetime”. I LOVE that title.
I want to do something long and pulled out of literature. I just love that sensibility behind it. I think that from what I have seen from that game that it looks beautiful. Something that I would love to play with my daughter when she’s older. It’s adorable and it’s a great concept.
I’m glad that we’re able to inspire them.
So how to do feel about inspiring fellow indie developers?
Well I mean it’s surreal for me.
I was a fan of Castle Crashers before I started working at The Behemoth. I think it’s great our kind of back to basics approach is something that anybody coming into it can do. There’s a lot of pizzazz and flash with Triple A titles.
There’s a lot going on and it’s easy to look at that and go “Oh my gosh, how can I do something that can compete with that?” But really, it’s about getting to the core of what makes this genre fun. What will I love about it, then embracing that and focusing on polish and accessibility. Making it so that people can just start having fun as quickly as possible. That way you just have to get them to try it instead of having to sell them on incredible visuals or voice actors from Hollywood.
The booths are nice but at the end of the day it’s whether or not I want to play the game.
Yea, that’s the reason why we’ve made sure that the spectacle is the game. You can come and play the game. You’ve got the cranks and dials. You’re messing with the game itself.
Another thing is all the independent developers know we came from Newgrounds, which is just networking creative types coming together. Dan was an artist and Tom was a programmer and designer. They met and it was just about finding the right people that work well with you. That’s really how it worked out for us.
Finding people that were enthusiastic and had different strengths. That’s why this game, Game 4 is so much further along at one and half years than any of our other games have been because we’ve had more of those pieces in place. That just makes it that much easier.
Having Will Stamper come in for BattleBlock Theater and then doing like the cinematic and the narrator, Will helped so much in setting the tone. That puzzle piece wasn’t there for a few years early on in development. Now he’s there from the get-go and that really makes a difference.
Well, we can totally tell! We loved our experience during Pax Prime and we highly encourage you to go check them out if you’re at Pax East this year. Thanks again for giving us the opportunity to sit and chat with you again, Aaron! Until the next time!