In my last post, I declared Black Bird and Sushi Striker my absolute favorite games of 2018.
While wrapping up that write-up, though, I said I liked a handful of other 2018 titles nearly as much as that pair of headline-grabbers.
The seven games highlighted here represent the "handful" in question.
The Alliance Alive (3DS)--Earlier in the year, I was all but certain this Cattle Call-made RPG would be my game of the year. Then Sushi Striker came out. And Octopath Traveler. And Undertale And Black Bird.
In the end, The Alliance Alive didn't quite hold up as a "GOTY" contender. Still, playing through it was one of my most delightful gaming experiences of 2018, no question.
Why? For starters, I found its battles absolutely thrilling. That's mainly due to how its "awakening" and "guild" systems interact with and spice up these turn-based brawls, though I have a feeling they'd still be plenty riveting even without such embellishments.
The Alliance Alive wrapped me around its little finger for a few other reasons, too. Among them: its quirky cast of characters, its surprisingly varied--and oftentimes subtle--soundtrack, and its creepy "water devil dens" (optional dungeons, basically). (For more on these and a couple of other positive aspects of the game, read my post, "Five things that made it really easy for me to put more than 60 hours into The Alliance Alive.")
Given this title's association with and relationship to the much-maligned Legend of Legacy, I can't fault folks for passing on it. The fact is, though, The Alliance Alive is a far more accessible and straightforward RPG than that 2015 release.
As such, if you're up for embarking on a portable adventure and you're not opposed to whipping out your 3DS once more, I'd highly recommend picking up a copy of this Atlus-published (in North America) cart.
Dark Souls: Remastered (Switch)--If you had told me before I started playing it that this updated port of FromSoftware's tough-as-nails action game would be among my year-end favorites, I would've laughed in your face.
After all, it's not the kind of game that usually trips my trigger, as the saying goes. As a recent post of mine points out in its headline, I typically prefer cute games to gory or scary ones.
That may be true, but it's also true that it didn't take me long to become suitably impressed with Dark Souls' careful, stealthy gameplay. It helped, of course, that Remastered proved to be quite a bit less difficult than I assumed it would be.
Full disclosure: this is one of the few games included here that I've yet to finish. And not only that, but I have a sinking feeling I may never see its end credits. Even with my playthrough of it in an incomplete state, though, I consider Dark Souls: Remastered to be one of the true standouts of 2018.
Octopath Traveler (Switch)--As was the case with The Alliance Alive for a short while, I once assumed this highly anticipated Square Enix release would be my top pick for 2018.
You already know what happened after that.
I've got to say, though, if I'd made my "absolute favorite games of 2018" post about three rather than two titles, Octopath Traveler would have made the cut. (And if it'd been about four? The Alliance Alive would've been squeezed in, too.)
Although this SaGa-esque role-player has its share of issues (learn about them in this write-up on the "10 things I'd change about Octopath Traveler if given the chance"), it's still squarely a "my cup of tea" title.
What does that mean? For one thing, it means it brings to mind some of the classic JRPGs of my youth, like Final Fantasy IV, V, and VI. But it also means it's a bit weird--à la, say, SaGa Frontier. And it means it offers up some modern flourishes, too.
That hardly does justice to just how ambitious, affecting, and arresting Octopath Traveler is, however. It's filled with so many exquisite details that unpacking all of them here would be impossible. I tried to do so in another post earlier this year, though--"10 things I adore about Octopath Traveler."
Pokémon: Let's Go, Eevee! (Switch)--My interest in the Pokémon series has dropped so low in recent years that I barely even thought about pre-ordering Let's Go before it hit digital and retail store shelves in mid-November.
For whatever reason, though, I had a shocking change of heart right after it dropped. Boy, am I glad I did. Following a rough--or maybe I should say yawn-inducing--start, I fell deeply in love with this title's vibrant world, adorable creatures, and jubilant soundtrack.
I fell in love with its snappy battles, too--which may surprise those of you who are used to complaints being leveled at this area of the game.
You know what else impressed me about Let's Go? It never drags and doesn't overstay its welcome. That's something to crow about in an age when most role-playing games do whatever they can to keep you playing for 60, 80, even 100 hours or more.
Want to read more about my experience with this Switch title? Check out this recent post: "How Let's Go renewed my interest in Pokémon."
Shin Megami Tensei: Strange Journey Redux (3DS)--A little something you might not know about me: I'm a real apocalypse buff.
Specifically, I love reading apocalypse novels. (Though I enjoy a good apocalypse film now and then, too.)
So why did I wait until Redux's release to hop aboard the Strange Journey train? Because I had no idea an apocalypse was at the heart of this Shin Megami Tensei spinoff. In fact, I only decided to check it out after a Twitter friend compared its story to that of Annihilation.
You know what? That person was right. Strange Journey Redux's vibe is very similar to the one that permeates Jeff VanderMeer’s blockbuster. In other words, it's bleak, unnerving, suffocating--and kind of awe-inspiring, too.
Combine that with the game's innovative battles (you can chat up enemies and entice them to join your party if you're a sweet-talker) and impressive soundtrack and you've got a dungeon-crawler that's well worth exploring in either its original or updated form.
Space Dave! (Switch)--This Space Invaders clone is right up there with The Alliance Alive, Black Bird, and Sushi Striker as candidates for the title "most painfully overlooked and underappreciated game of 2018."
In my humble opinion, of course.
Actually, comparing Space Dave! to Black Bird is especially apt, if you ask me. Both of these 2018 releases take inspiration from some bona-fide classics and then turn that source material into something spectacularly unique.
If you're waffling between the two titles, by the way, I might recommend you check out Space Dave! first. It's typically half the cost of Black Bird, and it's decidedly more approachable than Onion Games' offering.
It's also a meatier experience. I've yet to encounter its credit roll despite putting more than 10 hours into it, for instance. Which isn't to suggest that's the goal of this game (it's more of a high-score affair); rather, it's to suggest you'll see a whole lot more than four "boards" while playing Space Dave!
For more on this Jason Cirillo-made shmup, see this write-up of mine: "A few thoughts on Space Dave! now that I've put nearly 10 hours into it."
Undertale (Switch)--I'm kind of embarrassed to admit this now, but here goes anyway: one of the main reasons I never put more than about an hour into Toby Fox's much-ballyhooed RPG before I got my hands on its Switch port was its cult-classic status irritated me.
Thankfully, those irrational feelings of annoyance didn't get in the way of me playing this iteration of the game right through to its credit roll.
As those of you who've completed Undertale might expect, I've since slapped myself silly for passing on it for so long. If I were forced to use just one word to explain why I responded to the experience in that way, I'd go with touching. So many people have compared Undertale to EarthBound that I was prepared for it to be wacky. But I had no idea it'd be so poignant.
Between that aspect of this game and its brevity, you can bet your sweet bippy I'm going to play Undertale again and again in the coming years.
Showing posts with label Space Dave. Show all posts
Showing posts with label Space Dave. Show all posts
Wednesday, January 02, 2019
Wednesday, February 14, 2018
A few thoughts on Space Dave! now that I've put nearly 10 hours into it
I've got to be honest: my initial impressions of Space Dave weren't great.
You see, one of the things I liked most about this game's predecessor, Woah Dave, was its simplicity--and I mean that in terms of its graphics as well as its gameplay.
That's not how I would've described Space Dave's graphics and gameplay after booting it up for the first time a few weeks back. Actually, I'm not sure I'd describe them that way now.
After all, this Switch eShop game's visuals are a strange, and often kind of off-putting, mix of really blocky and somewhat less blocky backdrops and sprites. (Think Atari 2600 on the one end, and NES on the other.) Also, there's a lot more going on with Space Dave's gameplay than what was offered up in the relatively straightforward Woah Dave. (This is despite the fact you can boil Space Dave's premise down to "use whatever means necessary to clear each screen of enemies.")
Although it took me a while to develop an appreciation for Space Dave's looks, I came around to its deeper-and-more-strategic-than-it-first-appears alien-shooting action pretty darn quickly. In fact, just a handful of 15- or 20-minute stints was all I needed to realize it's not only a worthy successor to Woah Dave, but to the games--like Space Invaders and Galaga--that inspired it as well.
Here are a few reasons why I've since become so smitten with Space Dave that I've dumped just under 10 hours into it:
It's the perfect Switch game for when you've only got five or 10 minutes of free time--Sure, there have been times when I've spent 30 minutes or even an hour with Space Dave. Usually, though, I play it for 10 minutes here, 15 minutes there. If that doesn't sound like much, consider that you can make a good number--five? maybe 10?--of high-score runs in those scant few minutes. Or you can if you're like me and you abort a run if you die or stupidly allow a descending alien (à la Galaga) to crash into the ground and create a lava pit before you reach a certain point.
Space Dave also is a great game if you want to forget about time completely--That's because it's one of those "just one more level" kind of games. Or maybe I should say "just one more run" kind of games--as in, just one more run at a high score. I don't know how other people are playing Space Dave, but for me, every time I hit "start" I do so either to move up one of its online leaderboards or to top my previous best effort. It's possible to "beat" or finish the game--at least I think it is; I've yet to conquer it myself--but seeing its credit roll isn't my main goal. And yet I continue to plug away at it, day after day. In other words, prepare to become blissfully addicted if you decide to plunk down some of your hard-earned cash on Space Dave.
Its soundtrack is sublime--And not only that, but it perfectly complements the game's frenetic on-screen action. Admittedly, Space Dave's soundtrack is so similar to Woah Dave's that I had to ask creator Jason Cirillo if the two were one and the same when I interviewed him a couple of weeks ago (related aside: they're different), but don't take that to be a criticism. For me, Space Dave's music is one of its many highlights. It (and its accompanying audio) makes me feel like I'm playing the game in a packed arcade during the 1980s--and that's only ever a good thing.
I've had a blast trying to discover all of its secrets--At first, Space Dave's gameplay can seem pretty basic. (Not as basic as Woah Dave, mind you, but still basic enough.) You can move Dave left and right, you can make him jump and even hover, and you can shoot at the aliens that flit and twirl overhead. Give it a bit of time, though, or "cheat" and do a little Internet sleuthing, and you're sure to discover some of the secrets that make playing Space Dave even more thrilling--and strategic--than it was initially. One example: if you leap into the wave that erupts from one of the game's POW-like "SPACE" blocks, it'll temporarily make you invincible as well as boost the power of your weapon.
If you'd like to know about more of Space Dave's secrets, tricks, tips, and advice, by the way, stay tuned. I'm prepping a blog post that'll cover all four.
In the meantime, I'd highly recommend buying Space Dave if you've got the dough ($9.99) and if you've got room on your Switch. It's a wonderful evolution of single-screen arcade shoot 'em ups like Galaga and Space Invaders. Plus, if you're like me, you'll probably still be playing it this time next year. How many games can that be said about these days?
Note: both Woah Dave's and Space Dave's names actually end in an exclamation point, like this--Space Dave! That can make writing about either game a bit of a nightmare, though, so in an attempt to make my life (and yours) a little easier, I axed the exclamation point throughout this post.
You see, one of the things I liked most about this game's predecessor, Woah Dave, was its simplicity--and I mean that in terms of its graphics as well as its gameplay.
That's not how I would've described Space Dave's graphics and gameplay after booting it up for the first time a few weeks back. Actually, I'm not sure I'd describe them that way now.
After all, this Switch eShop game's visuals are a strange, and often kind of off-putting, mix of really blocky and somewhat less blocky backdrops and sprites. (Think Atari 2600 on the one end, and NES on the other.) Also, there's a lot more going on with Space Dave's gameplay than what was offered up in the relatively straightforward Woah Dave. (This is despite the fact you can boil Space Dave's premise down to "use whatever means necessary to clear each screen of enemies.")
Although it took me a while to develop an appreciation for Space Dave's looks, I came around to its deeper-and-more-strategic-than-it-first-appears alien-shooting action pretty darn quickly. In fact, just a handful of 15- or 20-minute stints was all I needed to realize it's not only a worthy successor to Woah Dave, but to the games--like Space Invaders and Galaga--that inspired it as well.
Here are a few reasons why I've since become so smitten with Space Dave that I've dumped just under 10 hours into it:
It's the perfect Switch game for when you've only got five or 10 minutes of free time--Sure, there have been times when I've spent 30 minutes or even an hour with Space Dave. Usually, though, I play it for 10 minutes here, 15 minutes there. If that doesn't sound like much, consider that you can make a good number--five? maybe 10?--of high-score runs in those scant few minutes. Or you can if you're like me and you abort a run if you die or stupidly allow a descending alien (à la Galaga) to crash into the ground and create a lava pit before you reach a certain point.
Space Dave also is a great game if you want to forget about time completely--That's because it's one of those "just one more level" kind of games. Or maybe I should say "just one more run" kind of games--as in, just one more run at a high score. I don't know how other people are playing Space Dave, but for me, every time I hit "start" I do so either to move up one of its online leaderboards or to top my previous best effort. It's possible to "beat" or finish the game--at least I think it is; I've yet to conquer it myself--but seeing its credit roll isn't my main goal. And yet I continue to plug away at it, day after day. In other words, prepare to become blissfully addicted if you decide to plunk down some of your hard-earned cash on Space Dave.
Its soundtrack is sublime--And not only that, but it perfectly complements the game's frenetic on-screen action. Admittedly, Space Dave's soundtrack is so similar to Woah Dave's that I had to ask creator Jason Cirillo if the two were one and the same when I interviewed him a couple of weeks ago (related aside: they're different), but don't take that to be a criticism. For me, Space Dave's music is one of its many highlights. It (and its accompanying audio) makes me feel like I'm playing the game in a packed arcade during the 1980s--and that's only ever a good thing.
I've had a blast trying to discover all of its secrets--At first, Space Dave's gameplay can seem pretty basic. (Not as basic as Woah Dave, mind you, but still basic enough.) You can move Dave left and right, you can make him jump and even hover, and you can shoot at the aliens that flit and twirl overhead. Give it a bit of time, though, or "cheat" and do a little Internet sleuthing, and you're sure to discover some of the secrets that make playing Space Dave even more thrilling--and strategic--than it was initially. One example: if you leap into the wave that erupts from one of the game's POW-like "SPACE" blocks, it'll temporarily make you invincible as well as boost the power of your weapon.
If you'd like to know about more of Space Dave's secrets, tricks, tips, and advice, by the way, stay tuned. I'm prepping a blog post that'll cover all four.
In the meantime, I'd highly recommend buying Space Dave if you've got the dough ($9.99) and if you've got room on your Switch. It's a wonderful evolution of single-screen arcade shoot 'em ups like Galaga and Space Invaders. Plus, if you're like me, you'll probably still be playing it this time next year. How many games can that be said about these days?
Note: both Woah Dave's and Space Dave's names actually end in an exclamation point, like this--Space Dave! That can make writing about either game a bit of a nightmare, though, so in an attempt to make my life (and yours) a little easier, I axed the exclamation point throughout this post.
Wednesday, January 31, 2018
Ten questions with Space Dave! (and Woah Dave!) creator Jason Cirillo
So many amazing indie games are hitting the Switch eShop these days that it's getting hard to keep up with all of them.
A relevant case in point: although I adored Woah Dave!--a frantic, Mario Bros.-esque platformer released for 3DS, PC, PS4, Vita, and Wii U back in 2014 and 2015--I totally blanked on its spiritual successor, Space Dave!, until right before it hit the Switch eShop late last week.
Oh, well, all that matters now is it pinged my radar just in time. And, boy, am I glad it did, as I've become thoroughly smitten with Space Dave! in the four-plus hours I've spent with it thus far.
Don't worry, I'll share some impressions of the game in the next week or so. Today, though, I'm sharing the contents of a little tête-à-tête I recently had with its creator, Jason Cirillo.
Before we get to that, I need to make something clear: although proper references to both Woah Dave! and Space Dave! end in exclamation points, I'm going to remove them from here on out in an attempt to make this post as readable as possible.
The Gay Gamer: After the success of Woah Dave, I’m sure a lot of people felt, as I did, that you’d follow it up with a direct sequel. What made you go off in a different direction and make a game inspired by the fixed-shooter genre instead?
Jason Cirillo: The initial idea was that these games would all be arcade homages brought into the modern era. Woah Dave, for example, pulls systems from some of my favorites like Mario Bros., Bubble Bobble, and Space Panic. I wanted to do another homage-style game that pulled from an entirely different set of games. That's kind of how Space Dave was born. Some of the inspirations, like Galaga and Space Invaders, are fairly obvious, while some others, like Gaplus and Missile Command, might not be. There might be more games in this series that are totally different genres as well, who knows. There might also be a direct sequel to Woah Dave yet to come. It would have Woah Dave in the title.
The Gay Gamer: Did any more modern games serve as Space Dave’s inspiration?
Jason Cirillo: I'm not sure there's a specific title, though the more modern tower defense genre has crept in there quite a bit. Japanese bullet-hell shooters also were inspiring, though I don't do much of the fancy bullet patterns like they do.
The Gay Gamer: Do you think someone has to be a fan of old, fixed-shooter games like Space Invaders to enjoy Space Dave? Or, what are the aspects of Space Dave that you feel will or could appeal to people who maybe have never even heard of Space Invaders?
Jason Cirillo: I think it helps to be a fan, though I don't think it's necessary. I playtested the game with lots of people who aren't necessarily big retro game players, and they enjoyed it a lot. Lots of them like Space Dave better than Woah Dave. I don't think you'd have had to have heard of Space Invaders to enjoy it. Not to be cheeky, but in 1975, the entire world hadn't heard of Space Invaders. That proved to not be a problem for its eventual release!
The Gay Gamer: Which aspects of Space Dave did you create, and which aspects did other people create?
Jason Cirillo: I am the creator and director of the game, and I coded the original prototype of the game. I also did the music, sound, and graphics. When we went to console, we brought in a programmer familiar with the environment necessary to port it to work on Nintendo Switch. Our programmer, Garrett Varrin, is known for his work on Shütshimi as well, and he not only coded the Switch version, but he also lent a lot of great ideas to the game itself and really added a lot to the fun factor. The game definitely would not exist without his fantastic work on it.
The Gay Gamer: Did you encounter any particular challenges while planning, designing, or developing Space Dave? If so, what were they and how did you overcome them?
Jason Cirillo: The big problem was just trying to not be a straight-up Space Invaders or Galaga clone. I wanted it to clearly and unapologetically be inspired, like Woah Dave was, but I wanted it to be new. Making it feel new was the challenge. But I enjoyed that challenge a lot. I tried to overcome it by going back to what made Woah Dave work. I looked for opportunities where strategies could be developed and implemented. Putting in new gameplay elements that players could learn to use to their advantage was one way, like having the ground you walk on be a volatile element was a big part of that. Making stronger enemies that can more easily kill you become stronger allies to work for you was interesting, too. There's a fair amount of risk and reward in the game that makes it feel fresh.
The Gay Gamer: What are you proudest of when you look at and play the finished product?
Jason Cirillo: I'm proud that I made a game that I liked and that I wanted to play and stuck by that as my mission. Really, that's the only way I know how to make games. I'm always proud of finishing a project and seeing it in the hands of people who are having fun with it. That's always a really good feeling.
The Gay Gamer: I know Space Dave just came out, but how is it selling so far? Is it matching your expectations, exceeding them, not meeting them--or maybe something else entirely?
Jason Cirillo: It's doing way better than we expected, to be honest. Woah Dave also did really well--frankly, also better than we expected--so I think I expected there would be a little cultish following for Space Dave. Still, I'm blown away with how well it's actually done so far.
The Gay Gamer: Do you have any plans to port Space Dave to other systems at this point, such as PS4 or 3DS?
Jason Cirillo: No solid plans for other consoles at the moment, but I am very open to it. We're probably bringing it to Steam.
The Gay Gamer: How about Woah Dave? Is there any chance it’ll follow Space Dave onto Switch sometime soon?
Jason Cirillo: When we get a lot of demand, we listen. And we have gotten a lot of requests for Woah Dave on Switch. So, there's a really good chance.
The Gay Gamer: You recently asked people on Twitter which other genres they’d like you to explore in future Dave games. Did that help you at all? And did you already have an idea as to which other genres you’d like to tackle before you sent out that tweet?
Jason Cirillo: Yes, the responses I got from that question on Twitter did help. Some really fun ideas there for sure. I have a few old arcade games I'd like to pull from in another Dave game, though I'm not sure I am ready to spill the beans just yet on that. I'd love to just go berzerk in the third installment and have a lot of fun with it.
See also: previous 'ten questions with...' posts featuring auntie pixelante, Peter Bartholow (of Indivisible fame), the guy chiefly responsible for the English fan translation of Ripened Tingle's Balloon Trip of Love, the guys who created Wizorb, and the makers of THE 'DENPA' MEN 2
A relevant case in point: although I adored Woah Dave!--a frantic, Mario Bros.-esque platformer released for 3DS, PC, PS4, Vita, and Wii U back in 2014 and 2015--I totally blanked on its spiritual successor, Space Dave!, until right before it hit the Switch eShop late last week.
Oh, well, all that matters now is it pinged my radar just in time. And, boy, am I glad it did, as I've become thoroughly smitten with Space Dave! in the four-plus hours I've spent with it thus far.
Don't worry, I'll share some impressions of the game in the next week or so. Today, though, I'm sharing the contents of a little tête-à-tête I recently had with its creator, Jason Cirillo.
Before we get to that, I need to make something clear: although proper references to both Woah Dave! and Space Dave! end in exclamation points, I'm going to remove them from here on out in an attempt to make this post as readable as possible.
The Gay Gamer: After the success of Woah Dave, I’m sure a lot of people felt, as I did, that you’d follow it up with a direct sequel. What made you go off in a different direction and make a game inspired by the fixed-shooter genre instead?
Jason Cirillo: The initial idea was that these games would all be arcade homages brought into the modern era. Woah Dave, for example, pulls systems from some of my favorites like Mario Bros., Bubble Bobble, and Space Panic. I wanted to do another homage-style game that pulled from an entirely different set of games. That's kind of how Space Dave was born. Some of the inspirations, like Galaga and Space Invaders, are fairly obvious, while some others, like Gaplus and Missile Command, might not be. There might be more games in this series that are totally different genres as well, who knows. There might also be a direct sequel to Woah Dave yet to come. It would have Woah Dave in the title.
The Gay Gamer: Did any more modern games serve as Space Dave’s inspiration?
Jason Cirillo: I'm not sure there's a specific title, though the more modern tower defense genre has crept in there quite a bit. Japanese bullet-hell shooters also were inspiring, though I don't do much of the fancy bullet patterns like they do.
The Gay Gamer: Do you think someone has to be a fan of old, fixed-shooter games like Space Invaders to enjoy Space Dave? Or, what are the aspects of Space Dave that you feel will or could appeal to people who maybe have never even heard of Space Invaders?
Jason Cirillo: I think it helps to be a fan, though I don't think it's necessary. I playtested the game with lots of people who aren't necessarily big retro game players, and they enjoyed it a lot. Lots of them like Space Dave better than Woah Dave. I don't think you'd have had to have heard of Space Invaders to enjoy it. Not to be cheeky, but in 1975, the entire world hadn't heard of Space Invaders. That proved to not be a problem for its eventual release!
The Gay Gamer: Which aspects of Space Dave did you create, and which aspects did other people create?
Jason Cirillo: I am the creator and director of the game, and I coded the original prototype of the game. I also did the music, sound, and graphics. When we went to console, we brought in a programmer familiar with the environment necessary to port it to work on Nintendo Switch. Our programmer, Garrett Varrin, is known for his work on Shütshimi as well, and he not only coded the Switch version, but he also lent a lot of great ideas to the game itself and really added a lot to the fun factor. The game definitely would not exist without his fantastic work on it.
The Gay Gamer: Did you encounter any particular challenges while planning, designing, or developing Space Dave? If so, what were they and how did you overcome them?
Jason Cirillo: The big problem was just trying to not be a straight-up Space Invaders or Galaga clone. I wanted it to clearly and unapologetically be inspired, like Woah Dave was, but I wanted it to be new. Making it feel new was the challenge. But I enjoyed that challenge a lot. I tried to overcome it by going back to what made Woah Dave work. I looked for opportunities where strategies could be developed and implemented. Putting in new gameplay elements that players could learn to use to their advantage was one way, like having the ground you walk on be a volatile element was a big part of that. Making stronger enemies that can more easily kill you become stronger allies to work for you was interesting, too. There's a fair amount of risk and reward in the game that makes it feel fresh.
The Gay Gamer: What are you proudest of when you look at and play the finished product?
Jason Cirillo: I'm proud that I made a game that I liked and that I wanted to play and stuck by that as my mission. Really, that's the only way I know how to make games. I'm always proud of finishing a project and seeing it in the hands of people who are having fun with it. That's always a really good feeling.
The Gay Gamer: I know Space Dave just came out, but how is it selling so far? Is it matching your expectations, exceeding them, not meeting them--or maybe something else entirely?
Jason Cirillo: It's doing way better than we expected, to be honest. Woah Dave also did really well--frankly, also better than we expected--so I think I expected there would be a little cultish following for Space Dave. Still, I'm blown away with how well it's actually done so far.
The Gay Gamer: Do you have any plans to port Space Dave to other systems at this point, such as PS4 or 3DS?
Jason Cirillo: No solid plans for other consoles at the moment, but I am very open to it. We're probably bringing it to Steam.
The Gay Gamer: How about Woah Dave? Is there any chance it’ll follow Space Dave onto Switch sometime soon?
Jason Cirillo: When we get a lot of demand, we listen. And we have gotten a lot of requests for Woah Dave on Switch. So, there's a really good chance.
The Gay Gamer: You recently asked people on Twitter which other genres they’d like you to explore in future Dave games. Did that help you at all? And did you already have an idea as to which other genres you’d like to tackle before you sent out that tweet?
Jason Cirillo: Yes, the responses I got from that question on Twitter did help. Some really fun ideas there for sure. I have a few old arcade games I'd like to pull from in another Dave game, though I'm not sure I am ready to spill the beans just yet on that. I'd love to just go berzerk in the third installment and have a lot of fun with it.
See also: previous 'ten questions with...' posts featuring auntie pixelante, Peter Bartholow (of Indivisible fame), the guy chiefly responsible for the English fan translation of Ripened Tingle's Balloon Trip of Love, the guys who created Wizorb, and the makers of THE 'DENPA' MEN 2
Labels:
2018 games,
Galaga,
interviews,
Jason Cirillo,
Space Dave,
Space Invaders,
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Switch games,
ten questions,
Woah Dave
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