8 years ago

Fireside Chat with Ixlegraw

Shank MacShiv interviews the grand prize winner of the Bad Box Art Challenge!


The race for the Host’s Choice Award — the grand prize of the Bad Box Art Challenge — was a photo finish, with Suraisu Ninja: Sukuta Simulator coming out on top. With me today is the developer of that game, teenage game design prodigy Ixlegraw.

M: First of all, Ixlegraw, congrats on winning the grand prize! Were you surprised that your game won?

I: Thanks! Actually, I really am surprised because I didn’t think that such a simple game would end up winning after all.

M: When did you first get into video game design?

I: It was six years ago, when I was only 10 years old. I loved playing games on our desktop computer and would always ask my dad to download new games on it all the time. Then one day, the idea of making my own video games came to mind. So, I told my dad that I wanted to make video games. Soon after, my dad found my first design platform, GameMaker, and young as I was, I was very eager to try it out. From there, I learned how to use it by self-teaching myself, looking up tutorials, and analyzing the source code of other games (Mostly games by Daniel Remar).

M: That’s very cool. Your dad is obviously super supportive of your hobbies. Does he have a background in computers and/or gaming as well? And does he play the stuff you make?

I: Yeah, he really is. He’s not a gamer, but he works as a Network / Systems Administrator in his workplace, so he generally specializes in computers.

M: Since you mention it, Game Maker is an old favorite of mine — all my amateur hour games are made with it. If a newbie asked you about how to get started using Game Maker Studio, what would you tell him/her?

I: Actually, I haven’t really used GameMaker: Studio yet. I’ve only used GameMaker 8.0 ever since, because I’m not too comfortable with switching to another development platform just yet, even if it is still another version of GameMaker. But, my general tip for newbies would be for them to start small, but aim big. Also, they shouldn’t be afraid of learning something new just because it looks scary because if what a person’s going to do is something that he/she really wants and loves to do, then he/she should be willing to spend enough time and effort to learn. Nothing should stop them from achieving their dreams.

M: How did you come to join Gamejolt? And can your work be found elsewhere on the ‘net?

I: I joined GameJolt a year ago just to participate in the Indies vs. Gamers game jam. The only other places I’ve posted my work are on the GameMaker Community forums, and the TIGSource forums.

M: So you’re relatively new to the whole indie game dev community thing? Have any of the sites you mentioned helped you develop as a programmer and game designer, or helped to expand your personal network?

I: Yeah, I guess I am. The GMC Forums is where I usually put my games up when I was just starting and is where I first started to receive feedback and criticism which I used to improve. Same went for when I started putting my games up on the TIGSource Forums too. But, I would consider my involvement in the GMC Forums to be very important because I always tried my best to join the quarterly GMC Jam (which made me learn and understand a lot better what works and what doesn’t when participating in jams).

M: Do you have a favorite genre? That is, what types of games do you tend to gravitate toward?

I: I’ve got quite a few favourite genres, so I’ll just list them in order:

  1. MOBAs (League of Legends)

  2. RPGs (3rd Gen Pokemon, Final Fantasy (GBA), Castlevania: SotN, etc)

  3. Fast-paced, skill-based arcade

M: Nice. MOBA’s are steadily becoming more popular these days.

What made you choose Ninja Scooter Simulator? Besides the obvious fact that ninjas are awesome, of course.

I: Well, while I was scrolling down, browsing through the Gallery of Trash, I came across the box art for Ninja Scooter Simulator and the moment I saw it, I was immediately able to picture a game out of it, something that I couldn’t do for the other box arts. I kept scrolling down to look for more and saw the one with the building and a bunch of characters in it (forgot the title, but it had cute art and had attracted my eye) but as I was imagining a game for it, I realized that it would take too long to make. So, I just went with Ninja Scooter Simulator as it didn’t have too many elements in the box art that I had to use in the game.

M: What was your development process like during the jam? Laid back? Cram-school frantic? A little of both?

I: For the development process, it was quite cram-school frantic since I had a lot of schoolwork to do at that time. So for the two-day duration of the jam, I slept for only a total of 6 hours as I worked on the game as fast as possible. The GameJolt online scoreboard was unplanned, but I decided to put it in at the last minute. Even though I implemented the GJ online scoreboard in my previous game, Angel Orb (as it was required), that was a year ago and I already forgot how (plus I also deleted the source code for that game already). So, the implementation of the scoreboard took longer than expected and I even thought that I wouldn’t make the deadline!

M: Sukuta Simulator plays a little bit like a mobile phone game, and a little bit like a classic arcade game. Are either of those genres major sources of inspiration in your work?

I: Hmm… I’m not much of a mobile gamer so I don’t know too many mobile games. And for the classic arcade game, I’d assume that you’re referring to pinball. I don’t know if I really did take inspiration from that because the whole game idea was literally just pictured in my head the moment I saw the box art of Ninja Scooter Simulator.

M: Well, not only pinball, but any classic arcade game with a single screen. Due to the Japanese theme, it also takes me back to some of the weirder Japanese arcade games like Mister Goemon, which is where the Ganbare Goemon series began. Ever have any interest in producing an indie game series? Maybe not with Sukuta Simulator, but somewhere down the line. Or do you prefer never to revisit a project once it’s finished?

I: Ah. Well, all my previous games are only single-screened arcade games, and I can’t really remember why that’s so. I guess it’s just my personal preference to keep things short, fun, and engaging. To answer the question though, I didn’t really think of any similar games when I made Suraisu Ninja, and any resemblance is most probably a coincidence.

I actually like the way that the stories in video game series connect with each other, so it’s not improbable that I’ll be making one once I start working on a bigger, story-based project. As for smaller projects though such as Suraisu Ninja and the rest of my other (short, obscure) games, I prefer not to revisit them anymore and just take them as learning blocks towards another project.

M: What are your favorite Bad Box Art Challenge entries?

I: I didn’t play much since I’m so busy with school and all. The only games I played were the top 5 games, and a bunch of other random games. Sorry if I don’t fully participate in these jams haha. I’d love to play all the games really. I just don’t have enough time as a student right now.

M: Yeah, that’s fair. School tends to ruin everything.

Do you have any cool projects we can look forward to in the near future?

I: Sadly, no. I usually only make games for game jams now, and I don’t really work on my entries post-jam. Although I am planning to start work on my dream RPG game (it’s gonna be big (and probably free)) sooner or later. And, once my parents can already afford GameMaker Studio: Professional plus its Android export module, I’ll immediately start work on the mobile game I’ve been whipping up (still in an idea stage) for quite some time now. The only thing really holding me back right now is just lack of time due to school.

M: Since you only develop games for jams due to your strict schedule, you obviously had to learn how to prioritize given the time limits and other restrictions. Do you have any advice on that subject for impressionable young developers?

I: Okay, so in my experience, I am usually able to learn about a jam a few weeks before it starts. So, I try to finish everything that I have to do before that date (homework, projects, etc.). This allows me to focus on the game development instead of having to juggle between game making and my responsibilities (but sometimes, really tight schedules force me to do so).

With that, my advice for developers would be for them to manage their time well, and know how to make their game smaller than the original plan if time seems to start lacking, or if motivation starts to die down. I know it’s tempting to keep adding new and cool features to your game, but if you don’t meet the deadline (if there is), then your efforts might get wasted. Now for jams like these and specifically for one-man teams, I’d advise that they make smaller games and leave enough time for polishing because personally for me, a game’s hard to notice (and maybe even enjoy) if it’s not polished or refined well enough.

M: That’s good advice to follow. Given the time constraints it’s best to reduce your concept to its fundamental components and make a functional game, which can be polished later. It’s a lot like drawing in that regard: get the proportions right first, worry about details later.

All right, thanks for your time and patience, Ixlegraw, and thanks for contributing to the jam!

I: You’re welcome, and thank you as well! :D



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