Vous le savez si vous nous lisez régulièrement, Ephemerid est un de nos coup de coeur et fait partie de la Sélection GSS. On a donc sauté sur l’occasion de contacter les développeurs pour leur poser quelques questions et joie : Matt et Brend nous ont répondus. Voici leur réponses…
– Pour commencer, pouvez-vous présenter votre équipe ?
Matt: SuperChop Games is a two person team living in Austin, Texas. Ephemerid is our first major project, though we’ve worked on other small games/game jams together.
– Quand le développement d’Ephemerid a t’il commencé ?
Matt: Work on Ephemerid began in 2011. Development was difficult. We wanted it to be a music game that wasn’t like anything else before. There are no words, no tutorials, no fail states, no abstract musical queues, and almost zero change to the music as it was actually written (no changes based on player failure). All of those self-imposed limitations make for a different and interesting game, but one that is difficult to develop. Ephemerid needed to be both intuitive enough to pick up and start playing without tutorials, but also feel very different than anything the player has ever experienced. That was very tricky.
– D’où est venue l’idée de raconter une histoire musicale de cette manière ? Quels ont été vos inspirations ?
Matt: Games like Journey and Sword & Sworcery were inspirational in their music and ambience. The music in those games give it a feeling that simple wouldn’t be the same with any other music.
– Certains élément graphiques sont « réalistes » (comme la boule de neige en papier). Comme cela a-t’il été crée ?
Brent: Basically, yeah. All of the art in the game is practically shot. I hand cut pieces of paper and used a DSLR on a stand to bring them into the game. It took a while but I am pretty happy with the results.
– Qu’est-ce que vous ressentez en partageant votre création avec tout le monde ?
Brent: It has been extremely gratifying to see people playing the game. When you work on a game, it’s very easy to lose all perspective on it. It’s hard to even tell if it’s any good after a while. So just watching people play it for the first time, you kind of vicariously get to see it as new again.
– Les critiques sont positives ? Qu’avez-vous appris en faisant ce jeu ?
Matt: Reviews have been positive, which is nice to see. There is honestly nothing better than seeing someone with a smile on their face as they play Ephemerid. That beats any award. There are some people who simply aren’t interested in a game with no fail states, but luckily those people are few and far between.
– Ephemerid est exactement comme vous l’imaginiez ou avez-vous du couper certaines parties par manque de temps?
Brent: We held on to it until we were ready. Tons of the game ended up on the cutting room floor, but none of it was cut for time. We were pretty bold about cutting things that didn’t work. We wanted the game to be a tight experience.
– Vous avez caché quelques surprises dans Ephemerid. Les joueurs ont trouvé tout ce que vous leur avez caché ?
Matt: There is a hidden game. A few people in our Steam community actually worked together to unlock it, which was fun to see. There are also several hidden achievements which haven’t been found yet.
– Et maintenant, quelque chose de prévu ?
Matt: Hopefully to make another interesting game.