![]() ![]() Betu and I were doing this small shooter for Epic Game Jam when I got sick – since I was the only programmer, development came to a halt. ![]() Relic Hunters was born out of a game jam – the first and only one I didn’t complete. ![]() What was your main inspiration for the style of the Relic Hunters universe? At Rogue Snail we are also a much leaner team and very efficient with how we spend money – the funding from Kickstarter will go a long way into keeping us independent and focused on making the game. With Legend we want to bring fans into the process as soon as possible. I think the game benefited immensely from that. I still talk with some of our backers on a weekly basis, and development was just so much easier with that constant player feedback on what we were doing. We also had a great experience with Kickstarter in Chroma Squad. Players really took to it, we had over a million of them, great user reviews, lots of mods, fanarts, the works. We developed most of it with our fans, with open source code and a “100% free” price tag. Relic Hunters Zero was very much a community-driven game. Kickstarter made the most sense to us as a way to both fund the game and provide it with some early “super fans” that can help us guide the design to the right direction. What made you decide to go the Kickstarter route and what made you decide to wait a year for the announcement? In your Year Two video for Relic Hunters Zero you teased that a Kickstarter will be launching this year. ![]()
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January 2023
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