![]() It was just as cool, if not a lot cooler for me to actually see it. Is this a relationship you have with games, and do you feel the same way?ĮM: I’m actually really into this sort of touch relationship and physical representations of my own games. It’s something that I can point to and touch as a sort of testament to my enjoyment of the game. MT: Something that’s really cool for me as a fan of Isaac is that the tabletop game sort of represents a physical manifestation of a video game that’s inherently digital. It’s like I’m doing it now with my own work - can I deconstruct the design that I know so well, and turn it into something that is an enjoyable multiplayer experience? Almost all of my games I’ve made are references to something else that exists and I translate it into my own thing and make it work. Again, this is my cup of tea, it’s like putting me in a room full of cake and I can never get sick. MT: Was it difficult to bring the Binding of Isaac experience to a tabletop game?ĮM: It wasn’t hard and it was extremely fun. It was a crazy experience but it was fun the whole time. If it started to feel like work to me, I wasn’t going to be into it. It just felt like having fun with my friends, it didn’t feel like work. We’re going to play with this now, or with a new rule set.’ ‘Oh that’s a little over powered? Give me another card and I’ll draw it up. With this, we’ve got a bunch of notecards that we’re editing on the fly. With video games, you sit around in a dark room for months, and then if you’re lucky and the game’s far enough along, you show it to one or two other developers who are all cold and have their arms crossed and are analyzing what you’re doing. They were all as invested as I was, and I could see instantly they’re smiling and having fun. This game felt like a party, I just had my friends over, we’d get pizza, we’d all play this game and talk and joke about it. It’s easy and super fun for me to do, and I got to do a lot of live playtesting with my friends for hours and hours. And that’s what I do, just design and art direction. It felt like only the good parts of developing a video game. I didn’t even have time to think, so it was just ‘this is happening’, and I was always excited about it from the beginning all the way to the end. Here’s this idea, I prototyped it in two weeks, I called up, they came down and two weeks later the Kickstarter starter. Really what made Four Souls special is because it fell out of the sky. ![]() It suffers and people can see that very clearly. I’ve made a lot of mistakes when I was younger and worked on projects that I wasn’t 100% into, and it suffers. You get this feeling, this aura of ‘if he doesn’t really like it then it probably wont be that good.’ That’s what I bring to the table, I only work on projects that I’m 100% in on. There have been times where I haven't been 100% into the project that I’m releasing - its rare but it happens - and people can tell. MT: That sort of obsession from fans about basically everything you do is really unique, what do you think it is about what you do that creates such a tight knit community around your games that other creators don’t get?ĮM: It may be something as simple as I’m really into what I’m doing, and I’m honest about it. I’m very curious to see how things go with discounts.Edmund McMillen is an American indie game creator who created "Super Meat Boy", and "The Binding of. It’s been out for a month and two days and it already accounts for seven percent. Any time anything is even close to Steam, it’s pretty exciting. We had a spike at launch and it’s slowed down a lot, but even though it’s slowed down, our dailies on Switch were higher for a time than our Steam dailies. Which is a really great start-like really, really good. So far, Switch has been about seven percent of our lifetime revenue. Steam is still the vast majority of revenue but we’ve been really happy with Switch sales. ![]() There’s a lot of different ways to ask the question. It’s been a really nice surprise and now will factor into our thoughts a lot.Ĭomparing to Steam is always tough because we had a massive Early Access launch. Worst case, it doesn’t sell well and we’re not out that much. We weren’t building the business plan around it. ![]() With Switch, it was a little more frontier-y. We hoped for a lot with Steam because that was what our business was built around and we were running out of money when we launched. “We basically tried not to have any expectations.
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