You’ve since patched the game to include a 60fps option. Were you surprised to hear the complaints about the launch version running at 30?
For us the response wasn’t unexpected. If you pay attention to forums and NeoGAF and even Twitter, there’s a lot of stuff still about framerates – on any game. As a person who plays a lot of Overwatch, I have a 144Hz monitor and it feels great to play at those higher refresh rates. It was something we had considered pretty heavily. We felt very comfortable about our framerate, but there’s always going to be people out there that wish it was 60. There’s some internal logic with the way Game Maker works and the way we programmed the game that switching out the framerate would have been a seriously huge change. But I always wanted to push for 60, so I didn’t give up on it. And this guy Julian, based in the UK, sat down for several months and made the 60fps version of the game. It was a lot of labour. But we ended up being 60fps because we cared.
It actually took us a while to acclimatise to 60 on a second playthrough.
Oh, yeah – for us, too. We’d been building and playing the game at 30fps for years, and then to have that change, it was like, ‘Whoa, OK, this is pretty night and day.’
Can we expect to see more of the Drifter?
As far as guest appearances, I’m pretty tapped out on those. I try to limit that stuff, because if I’m going to collaborate with a character of ours, I want it to be meaningful, or at least a polished experience. But who knows what can happen in the future. As for another game in the Hyper Light series? Again, never say never.
Director/designer/artist, Hyper Light Drifter