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      Game Development

      Indie Retro Homebrew Showcase Interview: Exploring the Magic of Witch n' Wiz!

      Indie Retro Homebrew Showcase Interview: Exploring the Magic of Witch n' Wiz!

      Introducing our second feature in the Indie Retro Homebrew Showcase Interview series: Witch n' Wiz, crafted by the talented developer, Matt Hughson!

      Get ready to fly into the enchanting world of Witch n' Wiz as we uncover insightful answers and delightful stories from its development journey. So, hold on to your wizard hats and join us for an adventure like no other!

      Read down below on how our interview went!

      How was your game born?

      Witch n’ Wiz started life as a Pico-8 game. If you aren’t familiar with Pico-8, it is a modern game engine that mimics retro consoles (2D pixel art, limited colors, low resolution, etc). After that, I ported the Pico-8 game to the NES as part of the yearly “NESDev Coding Competition” and was awarded 2nd place! After that, I expand on the original concept dramatically, into what would become the Witch n’ Wiz you can play today.

      What was development like?

      Development was smooth! As I mentioned, it happened in stages which made the whole thing feel manageable. Start to finish, I think the game took about a year, from the first line of code, to sending the manual off to the printers.

      The scope of the project was very intentional, from the NES Memory Mapper I chose (MMC1) to the number of levels (100) to the style of gameplay (single screen, puzzle). It was all just slightly bigger than my previous project for the NES, “From Below”.

      What did you learn about yourself through this game?

      I would say that I found that my years spent working on commercial games helped a lot in terms of shipping a quality product. I work as a programmer in the game industry (Gears of War, Dying Light, etc) and the coding style of the NES is quite different from that. But the skill that I did find very transferable was just the ability to pull a lot of different resources and people together to create a cohesive, polished product.

      What makes this game special?

      Something I really like about Witch n’ Wiz is that the difficulty curve is a lot different than most retro puzzle games. Traditionally those games ramp up the difficulty more and more as the game goes on, often layering more and more mechanics as the player progresses.

      In Witch n’ Wiz, the difficulty has peaks and valleys. Every chapter of the game introduces a new mechanic, but throws out all the previous mechanics, so the player gets a steady stream of new things to learn and master.

      How does sound play a role in the game?

      One of the biggest challenges for sound (in particular music) for this game is to make sure it doesn’t get annoying when you are sitting on the same screen for very long times (as the player attempts to think through a difficult puzzle). Tui, the composer for the project, did a fantastic job of keeping the music pushed into the background, but still creating memorable tunes.

      What games influenced this one the most?

      The core concept is heavily inspired by an old game called Catrap/Pitman which was probably most famous for their Game Boy version.

      Any fun stories or wild moments during development?

      A serendipitous event happened during the production of the physical version of the game. I was a huge fan of “Hand Draw Game Guides” by Philip Summers, and had asked if he would be interested in creating a guide for Witch n’ Wiz. He was too busy at the time preparing for what would become a viral success on Kickstarter. Months later, that Kickstarter launched just as I was finishing up my work on the physical part of Witch n’ Wiz. Unfortunately, Philip was forced to cancel the Kickstarter, and was left with “nothing to do”. It just so happened that right at that time is when I needed a poster/mini-guide for Witch n’ Wiz. We reconnected and he was able to come on board and deliver an amazing fold out poster with a mini-guide on the back, reminiscent of Nintendo Power.

      Do you think preserving older gameplay mechanics in new games is important?

      Not particularly. What I find more interesting is applying modern design principals to under used classic genres. I think Shovel Knight is a great example of this. Essentially taking Duck Tales and building it for today’s audience. Building modern games for retro console adds a further twist.

      For example, Witch n’ Wiz has a whole suite of accessibility features which are very popular in games right now, but weren’t considered at all in the 80s and 90s. It’s fun to think of what an “accessible NES game” looks like. (See: Witch n' Wiz Accessibility (witchnwiz.com) for more info).

      What's your favorite memory as a gamer?

      Something that always sticks out to me is renting an NES and Contra from our local video store. It was before we owned an NES, and we would rent it on Friday and play it all day and night until it had to be returned on Sunday. It was a great time to be a kid!

      Who will enjoy this game the most?

      Folks who love classic puzzle games like Fire ‘n Ice, Solomon’s Key, Lolo, and similar.

      Bottom line, why must someone play this game?

      It was ranked as the #1 homebrew game of all time be RETRO! I’m not sure that’s deserved, but you should at least play it so you can say the game is overrated!

      How do you want this game to be remembered?

      As a polished experience start to finish, cartridge to cardboard. Everything in this package was meticulously crafted to be top quality, with excruciating attention to detail.

      What's next?

      I’m currently working on my next NES game, Super Sunny World: the ultimate love letter to the platformer greats of the 8-bit era. Jump, bump, and kick your way through 8 worlds of pixel-perfect platforming, cute characters, and exciting power-ups. Built from the ground-up for the NES!

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      Anything else you'd like to add?

      Thanks so much for checking out my games! If you are interested in seeing more homebrew, check out my “Homebrew Games Summer Showcase” on youtube, a 30-minute montage of over 100 homebrew games currently in development! It’s a great place to get a sense of what is out there.

      -

      Follow Matt Hughson on X and check out Witch n' Wiz here!

      Indie Retro Homebrew Showcase Interview: Let's get skating with SkateCat!

      Indie Retro Homebrew Showcase Interview: Let's get skating with SkateCat!

      Indie Retro Homebrew Showcase from MAGFest 2024 exhibited a bunch of amazing games, and Mega Cat Studios had the chance to interview the awesome folks about their stories and experiences while developing their games!

      Welcome to Mega Cat Studio's Indie Retro Homebrew Showcase interview series, where we dive into the world of homebrew games that capture the spirit of classic gaming!

      Our first feature shines a spotlight on "SkateCat," a homebrew game created by the dynamic duo, DaleCoop and his son SJ! This heartwarming father-and-son collaboration brings a fresh breeze to the gaming scene, fusing retro charm with contemporary creativity.

      Get ready to roll into the development and pixels of SkateCat as we chat with SJ about their journey, inspirations, and the joy of creating games. Hold on to your skateboards and read through SJ's answers to our questions!

       

      How was your game born?

      SJ: Last year, we got a cat named Soja. And I'm totally into skateboarding, been learning tricks since last year. So, I thought it would be awesome to make a game that mixes both things I love: a cat on a skateboard!

      What was development like?

      SJ: I worked using a software called NESmaker, which lets you create NES games. First, I sketched out my ideas on paper or in my notebook. Then, I pixelated them on the computer, created animations for various characters or monsters, and designed the screens. My dad helped me with the coding part since it's still a bit too tricky for me. Sometimes my dad didn't agree with my choices, so we'd have (friendly) arguments.

      What did you learn about yourself through this game?

      SJ: Making a game is always kinda tough. Coming up with cool levels that are both nice to look at and interesting, while also tweaking the difficulty, is a challenge. I enjoy it, even though I'm not super good at it yet.

      What makes this game special?

      SJ: Skate Cat is special because it's about a cat on a skateboard in a platform game... the physics are kind of different than usual platformer (more slippery). Plus, it's super cute!

       

      How does sound play a role in the game?

      SJ: The sound makes everything cooler. The music and sound effects bring SkateCat's world to life, making it awesome! We added a lot of little sounds when the skateboard jumps, touches the ground, ... cat meows when you grab an extra life (or when you successfully enter a cheat code on the main screen). All the music and sfx were made by Jordan Davis (Raftronaut), who we already teamed up with for the previous games. He makes really cool music.

      What games influenced this one the most?

      SJ: I love classic platform games like Super Mario Bros or Kirby, and I'm a big fan of adventures like Zelda. They inspired me to create something fun and easy for everyone to enjoy.

      Any fun stories or wild moments during development?

      SJ: The first SkateCat was a different cat, a bit chubby and funnier. But players didn't really like the graphics, and most importantly, it didn't look enough like the kitten on the box. So, I had to change it, which was funny. And a bit sad at the same time, I liked the old cat, it was funny.

      Do you think preserving older gameplay mechanics in new games is important?

      SJ: Yeah, it’s like a ”tribute” to classic games.. A link to the past.

      What's your favorite memory as a gamer?

      SJ: I have great memories of playing Splatoon with my dad on the Wii U, and also spending hours together playing on our arcade machine.

      Who will enjoy this game the most?

      SJ: I think SkateCat will especially appeal to younger players who love cute cats and skateboarding. But the game can be a bit difficult at times, which might also good to older players who enjoy a fun challenge.

       

      Bottom line, why must someone play this game?

      SJ: Because SkateCat is fun and cute!

      How do you want this game to be remembered?

      SJ: I hope people will remember SkateCat as the best skateboarding cat game on the NES!

      What's next?

      SJ: I have some game ideas, but nothing has started yet. However, I already have drawings and sketches in my notebook. We'll see.

      Anything else you'd like to add?

      SJ: You can totally create your own video games, even if you're a kid. Just have fun and do what you love! Thanks for inviting me to this interview! *

      -

      Follow Dale Coop on X and check out Skate Cat here!