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.

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