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FEATURE

GAMES

076

jbhifi.com.au

NOVEMBER

2015

S

hovel Knight

owes its existence to a small

team of passionate developers and public

recognition through a successful

Kickstarter campaign. While it certainly does evoke

the nostalgic memories of the classic 2D platformer

era, the game is so much more than just a trip down

memory lane. We caught up briefly with Yacht Club

Games director, Sean Velasco.

Were you surprised that

gamers are still so keen to

play 2D platformers?

No. 2D platformers are the

best! Gracefully controlling

an avatar is one of the most

gratifying feelings in video

games, so it's no surprise that

players are drawn to games

with fun and responsive

mobility.

What's the inspiration behind the game?

Our inspiration with

Shovel Knight

was to create a

game that was true to the 8-bit era of our collective

childhood, but fused with modern design sensibilities.

Shovel Knight

pulls influences from NES classics like

Mega Man, Zelda II,

and

Castlevania

, but also modern

games like

Dark Souls.

Everywhere, really!

Can you talk about the Kickstarter experience?

How long did it take to green light the project?

Kickstarter was probably the only way

Shovel

Knight

could ever have gotten off the ground, but it

was a massive amount of work. We were completely

out of money near the end, having to resort to our

own savings as we toiled away without pay for three

months. Development took

16 months in total. However,

it's all been worth it because

our fans and backers have

supported us every step

of the way. Hopefully we

can make

Shovel Knight

a

household name and continue

to make good on all of our

promises.

Do you intend to expand the franchise? Can you

talk about any plans or ideas?

We're already expanding

Shovel Knight

with

its first free expansion –

Shovel Knight: Plague of

Shadows

. It's a new campaign featuring Plague

Knight, who has totally new gameplay and story.

But we don't plan on stopping there. We'd love

to see more content for

Shovel Knight

; a sequel,

more

Shovel Knight

amiibo figures, maybe even a

transition to 3D platforming some day. And don't

forget the cartoon, movie, and fruit snacks! But

maybe a vacation first...

Any advice for would-be developers looking to

get their projects off the ground?

Listen to your audience. If

people don't like your game, it's

your fault. Find a great team of

like-minded people and work on

it and make it better. It doesn't

have to be huge. Once you have

a great game, don't forget to

market it and tell

everyone in the

universe that

it exists. And

never, ever

give up!

Shovel Knight is out Nov 6

The music was

composed by Jake

Kaufman, who used

a FamiTracker – a

program that creates

music for the NES.

Shovel Knight

was

developed by a team

of five (six including

Kaufman).

The Kickstarter

campaign attracted

14,749 backers who

pledged a total of

$US311, 502.

Kickstarter pledgers

of $200 got their

portrait in the game.

The studio also ran

a concurrent PayPal

donation account and

raised an additional

$US17,180 from 935

backers.

With a grand total

of $US328,682, work

commenced on the

game. It wouldn’t take

long for the money to

run out.

The employees at

Yacht Club Games

went three months

without being paid.

the

Wanna know

facts?