![]() ![]() In other instances, I sent out the first message or email. Posting short gameplay gifs on Twitter seemed to spark interest in publishers looking for new games to pick up. That was music to my ears of course!Ĭoncerning publishers, I was quite lucky. He contacted me and offered to help me get the game running on consoles. It wasn’t long before the gifs I posted charmed developer Mathias Kærlev from MP2 Games. As the game grew and picked up interest, I forcefully had to make plans along the way. Fast forward to now and we’re looking forward to releasing the game on multiple consoles next year! CAN YOU TELL US A BIT ABOUT THE DEVELOPMENT JOURNEY? WHAT IT'S BEEN LIKE CREATING MIGHTY GOOSE, WORKING WITH A PUBLISHER ETC? And I thought, why not make this joke into the serious game? I drew inspiration from everything I loved (and still love) as a kid: Metal Slug, Dragon Ball, 90’s cartoons, etc and I poured my heart into the project. After finishing it, I’d move onto a more serious project.īut as time passed the quirky character grew on me and the game became more polished. The idea was to make this game into kind of a showcase demo of both my pixel art and game development skills. ![]() ![]() That dream of becoming an independent developer might actually come true. That gave me a major boost in confidence and productivity. Sooner or later a small group of people actually started supporting me. So, I took one of my old character sketches and decided to make a small joke game around it to see if people were willing to support me. And as a part of that, I wanted to test the waters of the platform Patreon. HOW DID THE IDEA FOR THE GAME COME ABOUT?Īt the start of 2019, I decided to try and become a full-time independent developer. YOU'RE CURRENTLY WORKING ON MIGHTY GOOSE AND IT LOOKS FANTASTIC. This experience has been quite different in other ‘pro’ game engines (yes Unity I’m looking at you). Construct has always been snappy and fast for me, no matter the project size. They are robust, fast and can be combined! Quite often when I want to implement something new, I find a certain combination of behaviors gets me very close to the desired result!įinally, if there’s one thing I hate in-game development it’s waiting. One of the often-overlooked things that make developing in Construct such a joy, is that the set of behaviors are very well made. Construct takes all technical issues out of the way and lets you get creative straight away. ![]() You can find some of these creations on itch.io.Īnd in 2020 that ease of use is still true. Over the years, I’ve used the engine quite a lot in a hobby context, making games for gamejams etc. The way the event sheets worked clicked for me, so I kind of stuck with Construct through all its iterations. But each of course also had its limitations.Īt a certain point Construct Classic came out, and obviously, I needed to give that a try! I found it to be one of the easiest tools to just get stuff done. Well, I’ve tried them all and each was great in its own way. All these tools promised the same thing, make games without code. I was more interested in drawing characters and making stories. This was great because writing code sounded awfully boring and complex to me. When I first started using computers and the internet as a kid, I discovered there were tools that allowed you to make games without knowing how to write code. The game is planned to release on PC and Consoles next year and is currently available for wishlisting on Steam. You control the bounty hunter Mighty Goose and must use an arsenal of weapons, vehicles and goose wit to defeat the void king. Mighty Goose is basically a love letter to the arcade classics from the ’90s. I'm kicking things off with a game called Mighty Goose, but there's a whole lot more on the horizon. I wanted an outlet for my creativity, a place where I can make the games I really want to play myself. This year I started the company Blastmode. Previous works include Road Warriors for phones and KUNAI for PC and consoles. I’ve been making games for quite a while now, first as a hobby and for a while now professionally. I grew up playing and loving games (duh), binging anime, watching sci-fi and petting animals. Hey there, I’m Richard Lems from the Netherlands. ![]()
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