Ojiro Fumoto Designer/programmer/artist
How far into development were you when Devolver contacted you?
It was around three months into development, in September 2014. Back then I was planning to release it around December. I forget exactly what it was they said when I spoke to them, but basically they said, "This looks really cool. If you want help, we could definitely help you with publishing and stuff." I was already a huge fan of Devolver Digital, so I answered instantly saying, "Yeah, I’d love your help."
When did you decide to release it on other platforms? Did Devolver suggest that?
Yeah, it was something we talked about before [launch]. Initially, I was only going to release the game on mobile, and I had told them that. I would occasionally send them a build of the game, but it’s just too cumbersome to send an iOS build to play on iPhone, because Apple just doesn’t let you do that. It was a lot easier for me to just send them a build that works on Windows that you can play with keyboards. One day they asked me, "Hey, the game’s already playable on PC with the keyboard, why not release this on Steam?" And I was like, "Oh, that’s a good idea". (laughs)
Which games first sparked that passion that led you wanting to get into development?
I’ve been into games all my life. My parents had a SNES, and ever since I can remember I was playing on it. One of the games that really made me who I am today was Super Metroid. I’ve been a huge fan of it ever since. I mean, I have a lot of ‘Best game of my life’ contenders, but Super Metroid is definitely one of them in that it shaped my love for platformers and its feel for jumping and shooting.