A few days ago Stephanie K. posted her interview with me on Destructoid, you should check it out!
Some parts some people here may be interested in:
How has it been trying to handle a project by yourself?
It’s really tough to stay motivated. It’s easy to say, “Well I had a busy day, so I’ll work on it tomorrow instead.” If I had worked on 4kg every day it would be out by now, maybe even a year ago. Designing the game was a blast, and even coding and putting the sprites together. But just pushing through is a trial by fire. That’s why having a complete design doc is so important, it lets you basically check things off a list and have a sense of completion and achievement.
Is there anything you wish you did differently?
Besides not having it released already, I would probably say I wish I had chosen HTML5 to start with. In the beginning, 4kg was for Android, but I switched after my artists dropped out of the project. I could have gotten a good bit of work done if I had stayed on one platform, although who knows, maybe not.
When can we expect to see 4kg’s release? And is there anything else you would like to add?
After nearly two whole years, 4kg will be released for free this November. Users of any modern browser should be able to play it, although the game is being specifically optimized for Google Chrome. I am thinking of making other versions, like for Facebook, Android, or iPhone, but I don’t know how long those could take, so I can’t commit to that right now. I hope you look forward to 4kg’s release, I know I am. I am actually a bit into designing my next game, which could be like something nobody’s ever seen before, so I’m excited to be able to finally move fully into developing that.
And much more. :)
-Andrex