Retronauts - 650: Modern Retro: Antonblast & Grapple Dog
Episode Date: November 11, 2024A talkative Stuart Gipp talks to Tony Grayson about Antonblast, and Joseph Gribbin about Grapple Dogs: Cosmic Canines. It’s a jam-indie-bo-jump-a-ree! Retronauts is made possible by listener suppor...t through Patreon! Support the show to enjoy ad-free early access, better audio quality, and great exclusive content. Learn more at http://www.patreon.com/retronauts
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This week in Retronauts, I do the longest intro before the music ever to let you know that the November 12th launch of Anton Blast, as mentioned in this episode, has in fact been delayed till December the 3rd, and I don't even do a joke.
Hello and welcome to another episode of the venerable ongoing retro gaming podcast.
Retronauts, I am Stuart Chip, and I am your presenter for this episode.
But don't worry, you'll be hearing a voice besides mine very shortly.
A couple of voices, in fact, because this is one of my occasional interview episodes.
And in this one, I have gathered together a couple of indie developers who are working on,
or have been working on
separate platforms. I've got
Tony Grayson, who's working on
Anton Blast, which by the time
this comes out,
will probably not quite be out.
And Joseph Gribbon, who
worked on Grappled Dog and the more recent sequel
Grappled Dogs, I wanted to talk to them as well.
The reason I wanted to do this is because
I'm a fan of both of the games,
all three of the games, I should say,
but both of those upcoming or just released
games and I sort of wanted to get the word out about them but I thought it would also be an interesting
thing to dig into their developments and receptions and all sorts of different details and I think
it came out quite a lot of fun and quite informative so hopefully you'll agree and I won't keep
him any longer with any of my silly jokes or anything I won't get distracted and talk about like
I don't know Kirby or anything although I do love Kirby I'm especially fond of these games that he's in
and his face I want to kiss it but enough about me let's hear from Tony
Graysen of Summetsphere working on the now upcoming Anton Blast.
Hello, would you mind introducing yourself to the lovely naughties, please?
Hi, I'm Tony Grayson. I am the fearless leader at Summetsphere, which is not so
fancy title for Studio Head. I'm also the game director on Anton Blast and the composer
and voice of Anton and other weird creatures in the game. You're sort of wearing several
hats there. I like that. Anton then. Anton. Yes. The boy, Anton. This is a sort of slightly
philosophical question, I suppose, but who is Anton? Oh, my God. Wow, that is a deep one. Well, at his
core, Anton is a little red
destruction worker. He's
on a death mission to hell to kill
Satan after Satan stole his
booze because Satan's more
jealous of how red
Anton is.
So, you know, that pisses
Anton enough for him to grab
his little hard hat and his
mighty effing hammer
and drop all the way down to hell
to get it back. And in the process,
he's blowing a bunch
of stuff up because of course he is.
I would define him as a, not for the ESRB's purposes, but he is a habitual drunk,
and he usually just wants to keep to himself.
But other than that, I mean, he's a swell fellow.
You could hang out with Anton and just crack on and have a great time.
No, you definitely.
He's a joker.
Right on.
So it is sort of off time when he's not descending to the nether world to kill Satan.
What sort of thing?
Would you find him?
Would he be at the bar?
Would he be bowling?
I'm just kind of curious about his personality, you know?
I mean, he would be at the bar, but actually, like,
the story is that he's been banned from the bar for not going to do that.
So, you know, he's kind of a drifter by nature, a little bit of an hermit.
But he actually does reconcile with the bar owner, Brulow, for the game's story,
because Satan's forces have been pissing Brul off too.
Yeah.
An enemy of your enemy, or sort of enemy, air quote.
I guess he's your friend in that respect.
Okay, so we're talking about,
I should have made this clear from the off really,
but we're talking about Anton Blast,
which is your upcoming,
sort of platforming, smashing things,
killing Satan to recover vast quantities of spirits,
inverted commas around spirits there from Satan.
And that's out 12th of November, I want to say,
which is pretty soon.
At the time of this recording,
barring any,
you know, unannounced things. Yes, that is the plan.
So it's probably quite an obvious question, but what state is the game in at the moment,
this close to launch? What is happening?
So the game's coming along great. We're really happy with it. Right now, we're in,
we're kind of in two phases in parallel, as how I would describe it, where the game is
very, very, very close to being playable from start to finish. At the same time, we're also
kind of double-tracking the polished stage of the game, which is really just, I think that's
kind of like our calling card where, you know, even from like the very start, our Kickstarter demo
was very, very polished.
Yeah.
And so, you know, we're really trying to punch above our weight and make sure that it's kind
of a triple A in the experience is how we've thought about internally.
And so for that reason, you know, we're just kind of looking at it from the perspective of
the game has to be 100% polished.
from top to bottom before we're even
consider releasing it.
And that's kind of the phase that we're in right now,
just making sure that all the arts there,
finishing up some of the cutscene work.
That's, yeah, that's it really.
Yeah, and you say we obviously, your team,
what sort of size team are you working with?
What sort of team is it?
How sort of close-knit is it?
So our core team is 12, counting my dog.
Yeah, of course, yeah.
And, you know, we're scrappy, I think,
for the kind of game that we're making.
So we've had some extra help as well
with some of the stuff like the cutscenes
and additional artwork,
particularly for things that I think,
you know, I had a vision for that I just felt
weren't necessarily in our team's wheelhouse.
There are some things that are like mixed media, for example,
that we weren't able to do internally
or just wouldn't have made sense for us
to learn how to do that stuff.
So there have been a lot of hands
that touched this game.
But the core SummitSphere team is 11.
that's okay and how long has it been in development for this one so by the time the game comes out it'll have been a clean three years that we've been working on the game directly um it has been in gestation for many years um i want to say like seven or eight years uh i've wanted to make this specific game um but you know we had a lot of sidetracking uh we made anton ball before this one uh or i made anton ball before this one uh or i made anthony
Anton Ball classic for the Game Jam back in 2019, and then we did Anton Ball deluxe
after that, which wasn't very good.
And then now, you know, we've, well, not now, but a few years ago, we were presented
with the opportunity to strike out on her own and make this game.
So three years of direct work, but many more years of planning.
See, I've got to hold up, because there was something I've been meaning to get around.
I've got to get this off my chest.
It's not a negative thing necessarily, so don't worry.
Now, you say Anton Ball Deluxe, you say wasn't very good.
Yes.
And I've got to confess now, because seriously, it's been eating me up.
I reviewed that game for Nintendo Life back in a few years ago.
You do remember?
Yes.
And I've been feeling bad about it, because I gave it at like a six,
and I'm like, well, this isn't for me, and I think other people will click with this.
But it eats it up your soul, doesn't it?
you don't want to do that with indies it's it's like oh god but the characters the vibe i love the vibe
you know and i think the thing is like a game is a game and ultimately
anton ball i think is in a weird weird spot because i will joke about it and say it's not
very good i think that it is good in what it tries to do but yeah my honest appraisal of
game is that it is a game for a niche of one really like the core direction was just
something that I made for myself and it kind of got an audience that was substantially larger than
that and I think what happened consequently was that it spread to a lot of people who were
expecting based off what they heard to really get into it and I think that it was just something
that was way more niche fundamentally because it's like it's a bizarre arcade game right
Yeah, difficult.
Yeah, extremely difficult, and I think if I designed it today,
I would approach it from a much more,
I think that concept could be much more,
I don't want to say mainstream,
but I think it could be much more digestible for the general audience.
But I still have a lot of respect for it,
and I love that game.
I think it's just one of those things where it's a little bit like
if someone went and published your home movies, right?
you know so I don't really does anyone for thinking too harshly toward it
it's um it so sort of going back from that uh and I'm sure you get this question a lot but like
you started with uh the game maker was what sort of switched you on to making games
that's not very good sentence but um so what were you making just like for yourself like back
in the day what sort of games were you sort of turning out yeah man so like um I made no
secret of this uh I think this is something that we've even yapped about like on Twitter
before but like crash bandicoot was like the one for me right so yeah um like everything genuinely
i mean this i want this to be like tattooed on my chest um scream from the rooftops i would not be
where i am without crash bandicoot so when i got into game maker i think i might have straight
up just like google searched like game maker not even like because of the program just i wanted to
make something so i had always like drawn up ideas for games when i was quite young and
And the very first things I made were like Crash Bandicoot fan games.
I don't remember if I finished many of those, but like we would, I would make them and dump
them onto, you know, like the crash forums that I was on at the time.
And I would get, you know, torn apart because I was just a brat, you know, making crappy games
in Game Maker.
But we all were, you know, like there was the community around that.
and that was the stuff
I'd started with
and then short after
I started to just really come up with
ideas for like original games
and they were almost always
2D platformers
which I guess is probably not a surprise
and then I had actually come up with stuff
that was like before Anton
was Anton like they were games about Anton
you know what I mean before he had a name
or anything and he didn't look nearly as
cool or good as he does now
but it was like the core concept
Like, this is the Red Captain Haddock.
And so, for better or worse, that character has been around for the better part of, like, 16 years.
And so the characters' origins just sort of stem out of this, or was there someone, like, did you draw comics, or did you, like, do anything along those lines, or was it just always games?
I think it was always games, like, that was, like, always what it was meant to be, right?
Because I think the world, especially, surrounding, it didn't really get fleshed out for a long time.
And I didn't, sorry, go ahead.
No, I was just going to say, so it's kind of, I need a protagonist that's make up a guy.
Pretty much.
Like, I think it's a big thing.
And this mentality has kind of stuck around to, you know, my current years.
And it's something that's, it's kind of spread across the team in general, but we're a lot more disciplined about it now.
But at the time, especially, I didn't take it even a little bit seriously.
So I was just like, all right, here's red guy and here's, you know, here's like his faithful companion who's, you know, I don't know, he's called asshole or something, whatever.
And so it was just whoever that was around.
And so there was no real lore, there was nothing.
And the point of the game, and I guess
this still is the point, but the point of the game really was to
make you laugh. So it was just whatever dumb thing
I'd remember from earlier that day and just slammed
in there, which is exactly how I make games now.
And these days,
to, you know, thread that needle,
these days now we do
take into consideration's lore,
how things connect with one another.
So there is still stuff to latch on to, but so much
of it just comes down to, you know, this would be
funny. Now, for me
personally, I feel like it's interesting because
not to go on about me obviously
but just today
I was looking through some old
sort of documents and old files and I
do you remember the
I don't want to dead name them
the jumper and jumper too
the platform games they were game maker I think
or macromic possibly fusion
but basically they were games
that shipped with level editors to sort of early
quite popular indies before
the sort of indie's scene air quotes
again came about
and I was looking through and finding just like this
graveyard of half-finished levels
and I'm sort of going through some of them
thinking, you know, this isn't, I'm not, I'm not half bad at this.
Like, it's, I just feel like for anyone sort of creating,
there's always this graveyard of half-done things.
And it never, and you're always like, oh, I'll come back to this.
And you never do.
And I don't know, just, uh, with Anton to sort of make an abrupt change back to
Anton, um, I feel like the character is the first thing that I saw.
and he would pop up online
and I didn't remember who he was
because he caught on
like the guy is popular
um
yeah he is
was that was that something that
because I mean
did Anton Ball deluxe like
crossover with Anton Blas
like were you working on the both
at the same time or did the character kind of come
out from Anton Ball
and that fed into the popularity
of Anton Blas like pre-release
or was it all from like
blasts it's a difficult question
but I think
think you know what I mean like as the carriage came first you know the character or the game is in terms of the popularity right so I think um the easiest way to answer that would be I always was seating doing like a warrior land type thing right I was always seen then always prototyping stuff but I never really shared much um originally when we were working on Anton Ball we were meant to do a sort of DK94 style platformer to go with it um
And that's why actually there's a lot of weird quirks about how Anton controls, because in that game, the main mode was not meant to be, you know, the ball part.
It was meant to be a platformer.
So that's why the controls are just so strange in that game.
Because we didn't really have ample time to, like, retool anything.
And we were just, you know, like, oh, let's make the game weird.
Sure.
But Anton Ball was, like, the first, like, public front-facing thing.
So I think the characters of the game, I want to say.
like plural, because Annie was really
the breakaway hit, right?
But I think the characters of the game
really caught on and people would draw them.
And it was also just funny for people to say
Anton Ball. Like, that's a funny name.
It is, yeah. So I want to say that
the popularity in
quotes of Anton Ball
Deluxe was what allowed us
to really like
make Anton Blass into what it was
because after that game came out, people were like,
well, I don't really like this gameplay too much.
But you guys really have that feel
down of like the GBA, like the WarioLand thing.
It would be really cool if you guys did a platformer.
And at that point, it just kind of felt like, oh, well, we can answer that call.
Sure.
So, Anton Blast was funded on Kickstarter in, what, three days?
Yeah, yeah.
And I don't, forgive me if my numbers are wrong, but I think you had something like a 75K,
an original, like, God, the word has completely left my brain.
the amount of money what you wanted to do the game
but then it was up to 140
$145,000 or so
no I'm very ignorant of this
I mean is that enough to fund
is this like a full-time thing or are you
I'm just curious
so the best way to answer your question
would be because that's kind of like a two-part question
right? Yeah yeah and is this a full-time thing
for I'll answer the second question first
Is this a full-time thing?
Yes, yes, it is.
I am a working professional and all of our team are.
We all do this full-time, and it's our primary gig.
As for $75,000 is enough to make a video game of Antalm Blast scale.
Hell no.
Yeah.
This is why I ask, because based on the limited amount, but I know it seemed like a, as goals, that's the word goals.
As Kickstarter goals go, it seemed reasonable.
You know, it seemed quite a limit, quite low.
Yeah, yeah.
I mean, I think it's one of those things where, for us, we looked at it from the perspective of what would be a sizable amount of money where we can make the game that we've promised in this Kickstarter, which for $75,000 was nine levels, right?
So basically, like, the original demo was like one level of Boiler City.
So eight more of those.
Can we do that for 75K if we, you know, take on one of the jobs or whatever?
yes we can
that was viable
not as like a full-time thing
working on that project full-time but that was viable
when we got to
the higher stretch goals
which were having
any as a playable character
and also having
three more levels so it was 12 levels
total and that's not included like the bosses
and all that stuff when we got to that
point we were like okay
well that's about
125k
And at that point, now we have to seriously consider bringing in external funding so we can actually do this full time.
And we did secure that in the end.
And we've had a very pleasant and independent deal with joystick ventures who are our financial partners.
But it is interesting to go back to that conversation because I think Kickstarter poisoned the well for a lot of people.
because 75K I think sounds like
that's like the perfect area in my mind for a Kickstarter
because it sounds like a reasonable enough amount of money
that you can make at least a reasonable portion of the game for that
and it doesn't also it doesn't sound too expensive for people
but then you see some kickstarters where people will go
we funded our game in a day and then you look and their goals like $5,000 right
You're not making anything for that.
You're making two months rent.
So I think on the other side of that, you have Kickstarter
where the goal is like $500,000.
And that's closer to what a game of this scope takes to make.
But no one's going to invest in that from a Kickstarter level
because it's the well has been poisoned such.
The people are like, well, that's too much.
You're greedy.
You don't need that kind of money.
I always think of that one game that one of the X Sonic Mania devs had made.
I forgot what the game was called, but I played the demo, and it was fantastic,
but because they were asking for a reasonable amount of money to make the game,
the Kickstarter failed miserably.
You know, it's unfortunate, but that's the nature of the business.
And so with Kickstarter, I mean, obviously, you know, it's a funding platform, but it's also like a marketing platform.
And this seems to be a very, my understanding is it's self-popper.
publishing this one. I mean, obviously you have the partner, but it's self-published. So you're doing your own, like, marketing here. So I'm just curious how you've gone about that, because I mean, obviously it seems to be, you know, working with the amount of engagement, at least fan art and excitement for this game that's coming over. But, you know, I'm in the dark. I don't want to say that and then be like, not, that's not how you perceive it. I'm just curious, really. I mean, I think from the inside, I always think it could be more, right? Yeah.
I always think it can be more.
And I think just, like, that level of hunger is probably why we've done relatively well for ourselves.
For me, I always tend to think of it as no one really cares or, you know, everyone's got to forget when the game comes out.
And it's funny because any time I relay those concerns to, you know, other people, other friends, other industry partners, they're like, what?
Are you crazy?
So I think at least maintaining that sensibility toward it is good because you're always kind of fighting to get people to notice.
With respect to the marketing approach,
so joystick has been very hands-off in terms of, you know,
like you guys were already doing well before us,
so just keep doing what you're doing,
and we'll give you the resources to do it better.
And what we've been doing,
this is not something that's particularly well-known about me,
but before I was doing Anton Ball and Summetsphere,
although I guess it was on the
start of Summit Sparta Studio
because that was like 2018
but one of the things I did
is just a sort of hobby was
I was actually responsible for
the Save Medieval
Reserect Fortescue campaign
back in like 2016 I think it was
it was 2016 or 2017
and that actually got like
official acknowledgement from
at the time head of Sony Sean Layton
and because of that
and because of just the approach
of like doing a grassroots campaign for something that decidedly is not like indie per se like it was like lower echelot of Sony stuff but yeah
I had to sort of learn like imitation triple a marketing right yeah yeah just sort of like on the fly
and eventually that turned into like semi official working with Sony where we had done some press stuff
for them we did some review stuff for them we uh I then ended up doing some like
under the table community management
for them, not in any
official capacity in the sense that, like,
I'm not in the credits or anything, unfortunately.
This is for the remake for the PS4.
Correct. Yeah, yeah, yeah, yeah.
And because of that,
I got a very good sense of timing for,
you know, if you do, like, a big drop, right?
That becomes immediately way more exciting
if you, like, seed something
and then make it out like it's a big deal
versus, oh, you know,
screenshot Saturday, our indie dev hour or whatever, you know, like that.
Because it's so easy to get lost in the noise.
And so when we announced Anton Blass, we actually announced the game with the Kickstarter at the same time.
And we had just seated it before, like, because we had a little bit of a following from Anton Ball, not a massive one, but enough that we could say, hey, we're doing game two.
And here's a striking silhouette poster.
You know, get excited for this date.
And so that mentality just kind of stuck with us.
And we've experimented with other things.
Like we tried being funny on Twitter.
We've tried doing that stuff.
I think everyone does it.
Everyone wants to be, you know, the next agor crab, right?
And they're darlings, by the way.
They're great friends.
But so I don't mean that disparagingly.
But more just like with us, we've found more success in just not trying to be as funny as our game is generally where we've been.
So we treat it like it's a cool thing because in our mind it is.
So I'll ask one more question about the sort of marketing aspect,
and then I'm going to ask more about the mechanics of the game,
because people want to hear about that.
But within the parameters, obviously, of what you can tell me about it,
I'm just curious how if you've noticed how things have changed at all
since the Nintendo Indy World Showcase, where it was sort of a headliner for that.
And that must have been a big deal.
like that's to get into a Nintendo direct essentially
yeah absolutely it is an Nintendo direct
I don't know why I qualified it like that
yeah yeah yeah I mean Nintendo have been amazing partners
to us you know we've been working with them for
a while the game was slated to come out on Switch
before it was even announced
and so we'd brought it to them
and they were excited about it
and I think when the opportunity
came for us to be on indie world and
you know we worked really hard on getting that trailer
together and it finally dropped
we were already moving in a pretty
good clip I felt
but being in an indie world
announcing the release date there which was
probably the absolute best way we could have possibly
done it. It
really it made tons of
people super excited about it
people who were on the fence
about the game before because there's always
people who are going to be detractors
There's always people who are going to be comparing it to other games,
whether that's like Wyrland or Pizza Tower or whatever.
And it's weird because I love all that stuff,
and I'm friends with the Pizza Tower developers.
So, you know, there's no actual beef or anything there.
No.
I find that, like, if you don't mind me interjecting real quick.
Yeah, for sure.
Pizza Tower is a fantastic game.
It's very enjoyable.
Yeah.
Anton Blas
from the demos that I've played
and I think I've played one that's different
from the public demo
and the formal
public demo and
I just don't see it
they're not the same
I mean if you want to say this as like
Wario I mean it's like
I mean it's like
I mean Pizza Tower you know
you don't break through blocks really
you do move quickly and there
and there's the timer element
but that's not exclusive to Wario
I just don't get it's not the same
It baffles me. It baffles me.
They're both stylized. That's the best I can do, really.
The way that I've always looked at it is there's a couple of different elements, right?
Because I think the cartoon comparison is apt, I feel.
If you look at stuff like Renan Stimpy and then like Ed Ed Nettie, for example,
you can see how both of those cartoons took influence from a lot of the same things, right?
you know, a lot of like the Bob Clampett or Tex Avery stuff.
But what they did with that stuff ended up being vastly different, right?
And so there are similarities in the final result ultimately because of the fact that there were similar influences.
But the result is very different.
And I think what I found is that you have people who maybe didn't love Pete's Tower and then they attached to Anton Blask because that's a game that does things in different.
way that's maybe more catered to them or the inverse or the best case scenario is you see people
who love both and you know for me anton blasts a game that's made more to my sensibilities
pizza tower you respectfully and i've said this to developers but respectfully like it does a lot of
things that for me just don't really jive me as a player and i think that's really just the best
thing is that we're able to coexist and uh do things differently i i think the comparisons are valid
because ultimately they are both drawing from a game that up to this point, before both of us were doing these things, people really weren't even looking at for reference or, you know, making, we'll call them clones or more generously inspired.
Warrior Land, for specifically, we're talking about here.
Yeah, with the timer and all that, right.
And I think because of that and because of the fact that we're also, again, in different ways, we're both doing very cartoony styles.
which is something that hasn't been seen, like even in the indie space too much.
Like it's, there's like a very specifically indie style, right?
Yes.
And I think because of the fact that Pete's Tower and Anton Blast in different ways are very like rough and tumble, you know, 90s, 2000s cartoon, I don't want to say gross out, but it's like in that range.
Intense, I guess, I would say.
Yeah, intense is is the word.
I think because of that, people naturally will draw the comparisons.
and so I don't mind them because I know that what we're doing is great
and I think there are worse things to do than be compared to a game
that I assume has sold millions of copies.
Yeah, a game that's a lot of people have taken to heart which is a good thing.
So, getting on the game now, after 30 minutes of me asking you about marketing, sorry about that.
So what kind of, Anton Blas, what can Anton and Annie, what can they do?
What's their sort of, what are their moves in this game?
So you have your typical platformer move set.
I mean, it's a 2D platformer at its core.
So you can move from left to right.
You can jump, you can crawl on the ground if you really want to.
I don't really like to do that myself
But then they also have
Their
Anton has this mighty F and hammer
And Annie has her
Massive Mace
There's a contraction for God damn in there
But I don't actually know how we pronounce that
They have those
And really like the primary driver
Of the game is just the structure right
So you can press the attack button
And then that will just drive you forward
In a sort of warrior-style bash
We call it the clutch
and if you do that into an enemy or a brick or whatever
then Anton or Annie will just smash them away right
but the cool thing about that is that we actually have a sort of
I've always kind of described this as a sort of crash team racing layer
yes I was going to mention that
because that's what came to mind for me when I found this thing
yeah there's that weird crash team racing layer
where when you hit the clutch button there's a bar that fills up
in the bottom right
And when that bar fills up and turns red, if you time the clutch button again, then you can do a clutch boost and start moving faster and it just stacks and stacks and it's something that kind of just came about as a result of the game for my money.
Because, like, Wyrland had the like 4 and on, I think, or it might have just been 4.
Shake it didn't have this actually.
The Wireline 4 had the sort of R-Dash, right, where you hold it down and you can move really fast and then that breaks through block.
and whatever. And Pete's Tower went and very well
iterated on that. They had
you know, beta had different tiers and all that. And we had made a deliberate
decision to not have that move in the game. I think
ultimately just kind of came down to like core differentiator. And
in Warland 4 particularly, I felt that that move was just
too removed from the rest of the kit. So I really
racked my brain, like, how can we add
like another layer to this that'll make the game
more fun? And
the natural thing was just with a crash
bandicoot, of course.
Yeah. And
I realized, like, there wasn't really anyone who was doing, like,
cart racer platformer too much.
Like, that's something that was just
untapped. And I thought, well,
this would be something that would be fun. Because I feel like
the nature of just tapping a button
is really easily understood
by people. Yeah. And so we just
added that in. And then it kind of became this thing of, well, can we add other interactions that
come with that? What happens if you just go faster and faster and faster? And then other things
came from that where like, oh, what if you tap the button again when you're about to touch an
enemy or a brick? Well, then you can slingshot through the enemy or brick and get like a burst
of speed that way. And so what happened with that was we didn't, we made a constant decision
to make sure that you never, ever had to do any of this.
Yeah, I was going to ask that.
Because the game, it seems like it's operating on a sort of consciously a friendly level
in which it's not necessary to clutch throughout the game.
But if you're playing sort of higher level for speed runs and such, that's when it comes into play.
It's a mechanic that you can if you want to ignore.
Precisely.
Which I think is, I love stuff like that.
It just makes it so much more accessible when that's, that's, it just makes it so much more accessible
when that stuff is sort of
on the periphery, not to say
it's not important, obviously.
It's just, it's there, and you can use it
if you want to, but it's not going to
harm the game experience if you don't use it.
Exactly. There's a lot of meta game there, you know?
Yeah. And you've also got a move
where you, I mean, I sort of think of it as sort of an inverted
sort of hammer world from Sonic Advance, where you
hit the hammer into the ground and use it sort of as
propulsion to get to a higher
sort of higher ledgers and things.
Yeah, the hammer vault.
Yeah. And
that one is really, really fun where
if you press the clutch button in the air,
then Anton will just swing his hammer
out. And when he hits the ground,
he will just bounce up higher. And it's such
a small thing, but just having
that very violent vertical
ascension, it adds a lot to
the game in the sense that the way
all the moves chain together means that
players can be very expressive
in how they play. I think that's
a, that's kind of a buzzword that
a lot of my 3D platformer friends
have been using lately where it's like, oh, let's do
an expressive platformer.
And it wasn't necessarily
deliberate that we did that, but it did end up
becoming very interesting to watch
people play the game in very different
ways. And
because of that, as players
get better at the game and they become
more confident, like Anton's a very, he's got
a very weird move kit, right?
And I think when you watch people play it for the first time,
sometimes they bounce off of it a little bit
because they're like, oh, he moves really fast
or he feels like he's going to launch off at any moment.
But as they start off playing,
and they're very sheepish,
and then they become better and better and become more confident,
it's very funny to watch players become really aggressive
in how they play,
where you'll see them do, like my favorite chain is to do
clutch boost
baseball slide
jump hammer ball bounce
like just that sort of
liquid feel
between the moment to moment
is just it's really just great
like I will
I try not to be self-aggrandizing but that part of the game
is just phenomenal I'm very happy about it
a lot of work must go into
and not just like obviously
the visuals and the actual sort of code
but making it sound
destructive because there's some great sound effect
in this game. The Hammer Vault's just like, that sort of quite mega-drive-ish kind of
wop-wop-wop-wop-wap sound when you're in the air.
Oh, yeah. For sure.
So what is like the progression of the game, like some sort of start to finish of a level?
Like what is the aim? What are you doing?
Right. So it's all very simple, really. So of course, I stated earlier, like, the goal of the game
overall is to get your spirits back.
now Anton
also is what we call a destruction worker
and Bruehle of the bartender
has put him up to
going over to the lots
that he owns and
blowing them up to rhythm of
satanic presence
so your goal is twofold
you get in, you grab your
spirit and then you hit the spirit
timer and get out before
happy hour ends right
everything blows up
so throughout
the levels, they are
semi-linear, for the most
part, barring a few
left turns throughout the game,
which are some of my favorite levels,
by the way, the absolute weirdo ones,
which we haven't really talked about at all
up to this point. But
throughout most of the levels, they're a relatively
linear progression, but they
still maintain that sort of Warrior Land deal
where they are a little bit
Metroidvania maze-like.
And so to get to the spirit
and get to the timer, usually that's
pretty straightforward process, but we have a bunch of other collectibles throughout the levels as well.
We have the cassette tapes, which if you have played Wireland for, they're very much an analog
to the CDs from that game where you can listen to the sound room and they're just like awful
soundscapes, right? Yeah, yeah. Do you get little sort of potted music videos with unusual visuals
as well? I have to watch. Oh, yeah. Oh, good stuff. We have album art for each track.
and then we have a weird little guy
who is just called weird guy
I animated him and he dances
to the music whenever you put it on
and it's really really great
it's very unsettling and very scary
I look forward to my nephew playing through it
but we also have Annie's trash
because Annie's kind of a fail girl
and so she's
when all of Anton's spirits were stolen by Satan
they had also stolen her
hoard of just nicks and knacks and
garbage that was in her apartment.
And she's determined to get that back.
That's kind of her primary motivator, besides
just wanting to blow things up.
And so we have those throughout the level
for you to find as well.
And then we also have
spray cans. So we have
different skins that the player
can throw on for Anton and Annie,
and they are individualized between the two
despite them sharing a palette.
And so those are available.
to find throughout the level as well.
And they're extremely fun because
when you grab the spray can, it sprays
all over you. So you actually do
play throughout the rest of the level with that skin
enabled. So do you
choose between Antalon and Annie or do they sort of
alternate stages? Is it
the changes different for each character?
You can swap between
them, between levels.
Right, right. Play functionally
exactly the same. So it really just kind of came down
to the fact that people liked Annie.
Yeah. So it's a little crashing
Coco and Crash 4 kind of deal.
Very, very much so. It really just comes down
to who you like more. Like, there was debate
internally over if they should play differently
between one another, but they are
designed in such a way that they are meant to be
you know, call out of.
So is Anton, if you're
in a, sorry to harp on this, but if you're in a stage
as Anton, you can collect one of
Annie's Chochies, or does it have to be
her to collect the stuff?
No, you could play the whole game 100%
as Anton if you wanted to.
Oh, perfect. Yeah, we
the game has sizable
100% completion just because we do have
that crash bandit of DNA
like we're all
hopefully not as sizable as crash four but yeah
no no no
and no we're near close to that I would say
it's most comparable to
in the sense that
well it is a little bit like
warped in the sense that we have time trials
but we really
in my mind have it quite
reasonable you know we're not
you can definitely dig a few hours
to go in there and just 100% the game
but it's not something
where like, okay, you have to go and collect
12 gems per level and then do it
again, you know, we're not doing that.
Okay, this is all very encouraging.
So let me ask, I mean, if you can talk about them.
Well, can you tell us about, like, the boss battles in the game?
Oh, my God, they are phenomenal.
We are so deeply excited about them.
So the boss battles are split into two tiers, and we very deliberately,
buried this
during the early marketing.
We have what we call
the bucket brigade. They're the boss
busters. They are the big
malls that Satan kind
of has as his like fat for, right?
And throughout the game,
Satan's forces are not
exclusively demons. Sometimes they are
just like these weird moles that we call it ballbusters.
And
that name just came from when
they were in Anton Ball and
it was funny. And now it's just kind of
a non-sequitur, but it's still funny.
So the boss busters are more or less
them, but they're like the supercharged.
You know, they're the
boss busters that everyone
wants to be, right?
Yeah. So we have
Brawlbusters, kind of like a Hulk Hogan type.
We have a mall buster
who, she's
a thespian at heart, so she
loves to sing, and
she's kind of like the matriarch of
the four. We have
Tallbuster, who's this
long nudely stoner
and then we have small Buster
who's extremely small and wears
teacup for her helmet
but also she and
Tall Buster are
you know they're always doing something together
you know they're yeah we ship
them internally
and so their fights are very
close to being like a traditional
platformer boss fight
although I would say platformer
bosses usually kind of suck
they're usually not very good
I hate to say.
Yeah, I mean, if I can interject again,
I often feel like boss battles in platform games
should be a reward for finishing a level
or for finishing a set of levels rather than something that roadblocks you.
This is why I think Sonic did it so well,
the Omega Drive Sonic games,
because you can take those things apart in like five seconds.
Yeah.
Even if you're not that good, if you don't care about getting hit.
So that to me is like the Platonic ideal.
that's my interjection.
Yeah, I mean, it's definitely interesting because I think that also depends on the placement of the boss, right?
Because in Sonic, the way that they function is that they are like the end of your act three, right?
Like they're not really like a stage onto themselves.
They're kind of like usually.
But they're framed in such a way that they are like the cap off, right?
They're almost like the cool down.
And so the way we've structured them in our game is that they are levels onto themselves practically.
Right.
it's a similar structure to how Crash
doesn't put their bosses
at the end of like level 5 in the warp room
Yeah, between the war rooms, yeah
And so in that respect, I always appreciated
that degree of the roadblock
for a platformer boss
And so the boss busters are kind of similar
to that crash sort of structure
where the bosses will have
you know, some predetermined patterns
and you have to wait for a weak spot
and then hit them back, right?
and they're fine and they're good
and I think that they're fun
in the sense that they're
very cinematic in how they're presented
and they're challenging
but I wouldn't call them unfair
and that's really what I appreciate about them
and they're engaging
because I think platform or bosses
of that ilk tend to be a little boring
yeah with the crash
just with the crash of course
they always take place
in arenas that are unique
as well.
Yes.
You're not just in the same environment you've already been in,
which I've always thought it's very cool for boss plates.
And you learn so much about the boss through that, right?
And so we've adapted Avera's similar mentality.
So our bosses were, for example, small busters like in a junkyard,
and she has these little mechs that she's been tinkering with.
And so that all, you know, makes a lot of sense for her.
Our tall buster, you know, he's in a big,
It looks almost like an aquarium.
It's very abstract, but he's just in a hot tub chilling out.
And that kind of stuff, I feel, is always really fun because you can take a lot away from the character.
But then, and these are the ones I'm really excited about, but we have the big bosses.
And those guys are just, wow, they do not fuck around.
They are very cuphead inspired in the sense that they are extremely large screen.
filling beasts.
And these guys are
just absolute weirdos
by definition. We've shown
off the jewel ghoul, and
he's kind of this massive
hulking king
diamond
fellow. Yep. And he's
in his underground mine strip club
being the pimp
that he is. He's in a zoot suit.
And he pulls
out his big gun to
shoot at you. He has
He does, like, the Daffy pose when you start fighting him.
What other stuff that does he do?
Because I designed that fight from top to bottom.
I shouldn't know that.
Oh, right.
He has a cigar that he pulls out and blows fire into the arena.
So it's all, like, really, really, like, heavily cinematic.
But the interesting thing about these bosses is that they are structured closer to a
cop head or a sonic fight where you can hit these guys at any time.
so you don't have to wait for a weak point you can just wail on them and clobber them
and so if you're good then you can be done with them in a matter of seconds really and that's
the cool thing because they are pretty brutal bosses by design but once you learn their
patterns and you learn sort of that they're idiosyncrasies you end up really being able to
take them out quick and you get rewarded for being cocky I think
the way that J.B., who's
our producer
and the other designer on the game,
he has described it a lot
as being sort of like a Sekiro deal.
Oh, yeah, yeah.
Which is maybe like a weird thing that people will always
bring up like a Dark Souls, whatever.
We're not using it as a selling point.
You know, we're not saying, putting that in the marketing,
whatever, but it is kind of that sort of
Sol's deal where you will get
fucked up a few times to start with,
but you do a bit better each time.
Secura has the focus on aggression as well obviously
Aggression rewards you much more than sort of passive blocking and yeah
Precisely yeah like we I think overall that's just the big theme
The game is we reward aggression
Yeah
And then we have the Freco Dragon
Who is this big crazy dragon made out of Pachinkaballs
And he's just you know he's just a freak as the name says
He's not a pervert I've been very clear
about that but
he is a freak
and the cool thing
with all the bosses
is that they have these
you know
I call them party tricks
where Jugal has
this crazy palette mapping
to make him look like
he's really reflected
and then Freakot Dragon
has a lot of
mode 7 scaling going on
particularly in the third phase
of the fight which is
we're not showing till launch
but that fight is
I'll put it
you this way, it's very difficult
for Sprite games to be impressive
in the current year. But
without fail, every single person
who has seen that fight has had
their jaw drop. Just like, whoa!
What is going on? So
really, that's been the big thing
for me is that obviously there's
substantive fights in terms of gameplay, and
we're extremely proud of that fact, but
also, they are eye candy.
They will freak you out and
make you rethink what a pixel platform can do.
I am very excited to see this.
I am very excited to see this.
So just a couple more things, really.
You composed the soundtrack?
Is that in its entirety?
Yes, yes.
top to bottom, that's me.
So could you tell us about, like, sort of the process there and what kind of soundtrack
you've created for this game?
Sure.
So, before I was a game developer professionally, I had done music.
And that was what I was trying to do.
I was trying to do session work.
I was playing in bands.
That worked out okay.
But, like, the big defining thing for me during that period of my life was just the fact that
I played guitar in a really aggressive way that didn't necessarily, it wasn't necessarily, like,
the way that other people were doing it.
So, which isn't to be
self-aggrandizing, it was just, I was stupid.
And so, because of that,
when I had come into doing the soundtrack
for this game and Anton Ball,
and I had done some other indie games as well,
I always had a lot of respect for, like,
classic game soundtracks,
whether that was stuff on Game Boy or NES,
or obviously the crass soundtracks were a big influence for me.
Oh, yeah, they're incredible, yeah.
They are just fantastic,
and Josh Mansell's an absolute gem of a person,
person. But when it came time to do this soundtrack, the original approach was to do it in a way that was very GBA authentic. And so that came down to, they didn't have like a sound chip on the GBA. It was all done digitally. Just to kind of really match a sort of like gritty compression and everything would be MIDI distinctly. And I have like this massive rack of period correct hardware for all samples, right?
but I had done that for a bit and
it was fine but it just really wasn't landing
I tend to think of it like a great game can be sold
on its music and if the music is something you would want to listen to
outside of the context of the game
then you have a winner right and so at some point
I just sort of forgot doing hardware accurate
but I decided to retain the sounds all the weird
I have an emulator proteus here from
1989, right?
So, you know, using that stuff,
using stuff that's pure, correct, sample CDs
from the late 90s, whatever,
if you use all that stuff,
but then you use modern mixing and mastering
and then you bring on some live guitar
or live vocals or whatever,
then you have something that's just,
it doesn't really quite sound like anything
else in terms of production
or instrumentation.
And so I think that really was a driving factor.
And then when you mix
that just kind of like with my own influences where it comes down to, you know, I grew up on
a lot of like 60s and 70s rock as like a core foundation, which I don't listen to too much
anymore, but like even just having like, oh, I really like, you know, all along the watch
tower, right? Just having that as like a core influence really influenced just sort of the
grooves I chose or my core progressions. And then you start bringing in like nine inch nails
was a big one for me. So half the soundtrack is just ripping off.
nine-inch nails.
And then you pick out some other weird stuff,
like Happy Hour, which at the time of this recording,
it just recently hit 1 million views on YouTube.
So the kids are super into this stuff.
But that track was super deeply inspired by like the 70s and the 80s,
like power metal stuff that I was, you know,
playing with bands, right?
And so if you listen to stuff like,
I think it was Kill the King by Rainbow,
the riff on Happy Hour is
it's a take on that right
like it's really just trying to
not emulate necessarily but take
inspiration from all these weird
things that maybe people playing a game
don't know particularly if you were born in 2005
you don't know what Rainbow is right
but you hear Happy Hour and you hear the way that the drums play
the guitar riffs and you're like whoa this is cool
I've never heard anything like this before
And also, like, there's the video game music inspirations as well where that was kind of like,
Kill the King meets multi-man melee, right?
And people who know that stuff, they pick up on it and they get excited about it.
So it's just this weird hodgepodgepodge of influences.
I don't want to say that it has a process because it's just extremely messy and sloppy as I tend to be.
But I do think that it ended up being a unique result, even if failure.
it saddens me to a degree that the kids don't know rainbow though it's a shame
I don't know I surrender they don't know all night long it's upsetting
I'm British I know I'm no rainbow I know Paul Rogers I'm you know
but the last thing I want to ask and I always ask this so it's totally and it's
totally fine if the answer is no so now it is but is there anything
secret about the game that you've never talked about anywhere else that you can tell me
I'm trying to think I think I think I asked you
you this for Debug, actually, and you gave me quite a
cryptic answer, so I'm going to
angle through another cryptic answer.
What I could do is
I could actually talk about
what that is.
Yes, that'd be great.
Yeah, so in the debug magazine, I don't remember
the exact wording that I used, but I'd said something
about lime.
And ultimately, what pairs
better with a good spirit than a slice
of lime, right? Yeah. And so
one of the very cool things
that we have in the game as part of the core campaign,
I've mentioned the crash team racing influence,
but we have these little arenas that you can play after you beat a,
we call our worlds in the hub area branches or wings.
So you have like the West Wing, the East Wing, whatever,
because it all takes place in the casino.
And it's all like one seamless hub.
So it's not quite like, oh, here's like a different floor or a different world,
but like the levels are structured in a way it's like, oh, here's three levels, a boss.
when you beat that wing's boss you get access to what we call lime trials and if you ever played the crystal challenges in crash team racing where you have to run around the arena and collect the crystals before time runs out that is exactly what the lime trial is and even the music is an homage to those themes we released the music for that last year I think and that that was being used at the time for the boss rush and those
modes are just incredibly fun. Oh, my God.
Like, they're so simple, but with Anton's
moveset and the clutch boost and
all that stuff, and we actually have
like speed boosters around there so you can
just to really hammer in
the CTR stuff.
It's a ton of fun.
And I think you're the first person I've ever
talked to about it outside of the team.
I'm very privileged in this respect.
It's extremely,
extremely exciting.
Well, thanks very much for coming on.
I'm really looking forward to the game, as hopefully
has become clear.
I really enjoy playing the demo
and I'm looking forward
to the full thing
and I hope it all goes well
with the launch.
I'm really bad at ending things
so I'm just going to say
it's finished now.
Goodbye.
Bye everyone.
Okay, I'm back
It's the middle of the episode
Or maybe slightly over the middle
It doesn't matter, consider this the middle
No matter where it takes place
Now, we've heard from Tony Grayson now
About Anton Blas, which is upcoming
Now we're going to hear from Joseph Grimmon
Of Medallion Games
And that's about grappled dogs
the sequel to Grappled Dog, which just came out a couple of weeks ago at the time of me recording this,
but will it be out a month or so by the time this goes out, it's a game that I employ you to check out,
and it's a game I wanted to find out more about. So let's do that together right now.
Hello there and welcome to Rector Nauts.
Would you please introduce yourself to our lovely listeners?
Hi, I'm Joseph Gribbin.
I'm a game designer and artist.
I made Grappledog and the recent released Grapp Dog's Cosmic Canines.
Excellent games they are indeed.
I'm going to just put out front.
I did review Grappled Dog for the first one for Nintendo Life.
And that was a natural nine.
I love that game.
It's fantastic.
I mean, this is why I wanted to get you on this,
because I really like the first one.
And with the second one out now,
I thought it was a good opportunity.
But I think the best place to start would be...
So was Grappled Dogg?
Was that your first game?
When were you working on game making prior to that, like, elsewhere?
So, yeah, so I was like a hobbyist, kind of artist and game developer for a long long time.
Then I worked at a company called Nitrome.
Oh, Nitrome.
Yeah.
The game where you rotate the box and, yes, that actually explains a lot about some of the art.
Yes, okay, all right.
I'm putting the dots together here.
Well, so the Nitrome are mostly well-known for Flash games back in the day,
sort of like the mini-clip era, like Newgrounds, that kind of time,
although I don't think they were on the other of those services.
But, yeah, they made loads of flash games.
I didn't work there.
then.
Right, right.
So whenever I say that, people go,
oh, did you work on this from my childhood?
And I'm like, I'm not that old.
I worked there doing mobile games because they transitioned off from Flash,
because that kind of died off.
They were doing mobile titles.
And I did a couple of mobile titles there.
People haven't heard of.
I did Rust Bucket and HopSwap, which was a platformer as well.
And then I did some level design for a game called Turn on Dead.
I did some marketing art for we published some titles on mobile then.
So I did that for a bit.
And I have just been doing art around the industry for a long time.
And then, yeah, about five years ago, I was working on Grapple Dog.
It was kind of like, get this off the ground.
And, yeah, we kind of pitched over to Super Air and kind of got it going there.
So, yeah, I released a bunch of stuff at Night Train before I, just to get back to the question,
before I did Grapple Dog.
And I also did a game called Magna Box on my own, which once again,
nobody's ever heard of, but it's a kind of puzzle game
about the magnet.
Right.
I think it's really good.
Yeah.
I'm going to check that out now then, because I have to admit I hadn't heard of
Magna Box.
The one I was thinking of was called Gunbrick,
or Gunbrick reloaded or something like that.
And yeah, that was the one that was jumping into my head.
So with the character, Pablo,
the main character of the original game,
was he around, like, prior to the game,
or was it sort of a case of you've got a game
and now you need a sort of protagonist?
So, yeah, the development on that one was,
like I said I did Magna Box and that didn't do very well
and so I sort of went like okay how do I
what do I need for the next game that's going to be
what I do better than that like what lessons do I learn
one of the big things was
Magidbox is very it's very sterile game
very deliberately austere
which I found very freeing
particularly after my time at Nitrine
because their art style is so
you're adding flavour to everything all the time
and sometimes it's exhausting
but on the
on the counter side of that
it means that the game
when you're trying to drum up
attention for it
it doesn't have a lot of personality
it's not really appealing
so when I was kind of
setting out to do grapple dog
the first the two ideas were just like
I need something that's like got lots of personality
because I can do that
and you can sort of look at
just a little bit of footage or whatever
and it's got very clear gameplay concept
so yeah the personality
was a big aspect of it
and then at the time I had a Labrador named Pablo
and so it just made sense to me
but having a main character that
had a lot of personality to it was kind of like
very core to the concept of the game
it's just yeah yeah there's plenty of
there's lots of personalities of lace throughout the whole thing
even in like the movement which I appreciated a lot
when I played it
and so I'm going to talk more about the sequel
of course but I do want to ask you a little bit about the first game
as well just out of curiosity is
how did you feel about its sort of reception when it um when it after it came out like how have
you felt about that well um I don't know I'm a bit of a perfectionist so there were a lot
of elements to it where I was really kind of like disappointed in a way because as this this
I think it's a quote from Valve uh but I've always kind of like what about a lot which is like
you only know how to make a game once you finish making it yeah um so there was a lot
lot of aspects to it where you know I was like I know I could do it better now if I just had
another opportunity to kind of take another crack at it and there's a lot of kind of like people
that came away from the game or even bounced off it and just said like this isn't I don't
like this I couldn't help but agree because I was just kind of like yeah we we should
have done that better at the same time like the reception was generally like really positive
and the people that liked it really liked it and you know having played a bit over the past
couple of years, it's like, yeah, this is
good, you know, this is a good game.
I'm just trying to imagine
not liking it. I can't.
It's staggering to me.
Like, I feel like these people should be,
I don't know what to do, do something
with them, though, something. I don't know.
Actually, I jumped a bit ahead there,
because there was something else I want to ask, because you mentioned
about super rare, they're publishing?
Yeah.
Yeah. So can I ask how that came about
if you're legally allowed to tell me?
I'm trying to think now.
I actually think,
do you know the game cassette beasts?
I know of it.
I know of it.
Yeah.
Okay.
So I'm friends with Jay,
who is a guy behind that game
or one of the heads on that team.
And he knew that super rare
at the time we're looking for
to get into publishing games.
Yeah.
Also, what had happened is
with grapple dog.
So I worked on it for like,
so the total development time
at the end was about three years
because I was working on it whilst I was doing
I had a job at one point
I was doing freelance work at another point
and it was just so happened that Super Air
were kind of looking to launch a publishing division
while I only had about like three months left
ago making the game
so it just lined up in the right way
where it was like the right project
for the kind of budget they wanted
that's yeah that's for serendipitous
that's good
so Super Air previously they were
And probably still, I don't, I'm not actually sure.
They were putting out, like, physical editions of games that otherwise wouldn't get physical additions.
Is that right?
Yeah, that was their business, basically.
But then they moved into, well, not move, or they sort of went adjacent into publishing, yeah.
So, was this a solo code, like, and build and everything?
Did you make this one yourself, or did you work with anyone else?
Because Medallion Games is the sort of developer, but I didn't know who else you'd worked with.
so medallion games is yeah i call it micro studio it's basically just a company to handle my games
uh i i'm the only employee that's cool though so the way that we kind of work is we just
staff up um project to project uh with freelancers so on the first game we had uh jazz mickle
doing the music uh she's a fantastic fantastic soundtrack yeah yeah she's amazing and then we had uh damien
and his company called igame.
Audio and they were doing all the sound design
but in terms of like every other
aspect of the game that was that was me
I did all the programming art
the writing the
overall design the level design
um yeah so I
don't really like because
some people go like I was this solo dev
I don't really like to say that because like loads
of other people went up working on it
not just them but also like people on the
publishing side um the marketing
side so it feels a bit
egotistical to just kind of go
like it's solo div but I end up doing a lot
myself yeah
so you did all the art for the game
for the first game and presumably the second game
as well
so did you
was it always like video game art or did you
do anything in our outside of video games
like prior to that or like illustration
or comics or anything along those lines or was it always
just for games
so I
I went to university and I studied
philosophy
that explains nothing about grapple doc
grappling with physical
concepts I suppose yeah okay
no no but I what I mean to say is like
my career trajectory was like
I'd always drawn I'd always sort of been an artist
and like I said I was I call myself like a hobbyist game dev
for that period where it was just kind of like something
that I did but I never thought that I could ever make a living with
even my art like you know I love comics I love animation
but it was always like out of reach
for me in terms of career stuff
the Nitroen gig was the first time
that somebody had paid me to draw something
and so it was a strange learning experience there
to do that
but yeah as far as other art
yeah no I just
video game art is the only thing
I've ever kind of professionally been employed to do
so
what are your sort of
influences in art
because you mentioned loving comics and animation
and I love those things too,
and I'm trying to sort of just kind of trick you into telling me things that you like,
so I can tell you if I liked.
I love, I love, like, I've been reading a lot of Mike Minnolo's Hellboy recently.
I love like Will Eisner, Old Will Eisner Comics and his stuff.
His books on, like, cartoon anatomy and stuff.
I've just read to bits.
What else?
I didn't know I was going to be asked about which comics I like.
I was just curious.
what sort of fed into
grapple dog, if anything, if there's anything
specific that you've sort of taken inspiration from or even other
games for the art.
I mean, I'm not going to say
that there was an inspiration here because
I have no idea. I remember
when I reviewed it, for some reason,
I kept going on about Denkeke, because it really reminded
me of this Denky game called Go Go Beckham
visually.
Mostly the way that the gems and stuff looked.
I just, I was wondering, I even found myself
wondering, is there someone from
Denky on this? But the timeline
don't add up. So yeah, I apologize
if that was an annoying thing to read in the review
because I would not stop going on about it.
It's all right. Sometimes
weird things happen like that.
Recently on the sequel,
somebody that reviewed the game was like,
oh yeah, because there's a level in it that's kind of
noir-inspired called Katzablanca.
And somebody was like, oh yeah, he just
took this idea from this Garfield game
from the Genesis.
I just had no idea
that my terrible pun had just been
done like 20 years
yeah but they did that and
it was Garfield caught in the act but to be honest with you
nobody got that far in the game so I don't buy it
like I absolutely believe
without hesitation that you didn't pinch it from that
horrible game. Nice
looking game but my god it sucks
grapple dog's way better than Garfield
caught in the act. Don't worry about that.
Thank you. No it's just
it's the same thing with GoGo Beckham. I remember
reading about it in
Nintendo official magazine back
in the day. Yeah. Because
they rated it quite highly, because I think, from what I remember, it was some other Japanese
game that they'd kind of rebranded to David Beckham for the UK release or something like
that? I honestly don't think it was. I think it was a Denki original. Like, I mean, I could
be wrong, but I'm almost certain that they just made it themselves because they just loved
Mario World and wanted to put David Beckham in it for whatever reason. I mean, yeah,
it's confusing, confusing. Yeah, no, but I had not really, I'd not really played that. I was
I wasn't really influenced by that.
I think I was influenced by, I think I had seen part-time UFO, but I hadn't played it.
Oh, you're the whole game, right, right.
Yeah, because that's the double outline kind of style on the art.
I don't know, the double outline style was just something like I toyed with for ages.
I think I want to say like Marion Luigi Superstar Saga was like a huge inspiration for that
because it had these very distinctive, thick outlines.
Yeah, I can sort of see that now.
You mention it.
Yeah, this sort of very cartoon you look as well.
Yeah, that's grand.
they use a very different kind of technique to achieve that they use kind of like alias
um outlines uh yeah just because i think the the resolution of the game boy font screen was lower
so you couldn't really double up without losing a lot of kind of um space but yeah but that was
huge like when i was a teenager or younger like when i was on kind of pixel art forums like
doing stuff in the style of marion luigi was was a huge thing so i think that that probably had a big
influence.
So, um...
I'm just trying to think.
Other visual, like,
Yoshi's Island's a huge one.
Oh, yeah.
The Sonic Advanced Games,
like a huge inspiration.
Also, in terms of animation,
just like Adventure Times,
Stephen Universe,
a lot of that recent kind of wave of stuff.
It's had a big kind of influence on it.
Um, so the original Grappled Dog, that's, I want to say Game Maker or GameMaker 2?
Yeah, well, at the time, it might have been called Game Maker Studio 2.
Now it's just Game Maker Studio, but, yeah, Game Maker.
was that the case for grappled dogs as well
same tools
so to speak
yeah
I talked to Tony Grayson
about Anton Blast in this episode as well
and that's also GameMaker
so it's a double game maker
episode
completely by coincidence that's great
maybe they'll
maybe they'll give me some money
no I'm kidding
so fast forward though
so between
following Grappled Dog
I mean were you immediately
working on a second one
or was that something that came about
a bit later
well I was thinking about it towards the end
particularly like sometimes when you're
it's that thing about you only know right at the end what you've done wrong
is sometimes you're sort of like in the last couple of months
and you're like it's too late to make certain changes
and there were definitely things then where I was like right
I would do this I would do this
and then yeah the last couple of months of development
I was actively kind of exploring the ideas of like
okay where could you take it
um I even had I think at the launch
it wasn't really a party it was just kind of like
I went over to Super Air's offices and we pushed the button.
But at that, I was kind of talking to them about, like, here's what my idea would be.
So I think it would go.
And at that time, it was basically just like a gun.
It was like, we need to add a gun because that's kind of where the gameplay evolves, in my opinion.
That's where Luna comes in.
Yeah.
And, yeah, I think after that it was like a couple of months of figuring out the contract.
And then, yeah, once that was signed.
we kind of got going.
So it was a little while after the launch of the first game
before we actually kind of entered full development.
Yeah.
So was it similar to the process with the second game
or were you working on it sort of full time at this point?
Well, yeah.
By the time I was on the second game, yeah, it was full time.
Cool.
So grappled dogs, like just broadly speaking,
what is it that you do in this game
and what is it that's new in this game from the first one?
so it is a platformer about a dog with a grappling hook
as the core of grapple dog in this one there are two dogs
so there's one Pablo who is sort of very physical focused
and has these elemental abilities
that are kind of these unique power-ups and set stages
and then there's another dog Luna who has a gun
and has kind of projectile of gameplay
and you will be switching between them throughout the game
yeah it's yeah it's a it's a kind of collectathon adventure 2D platformer that has lots of bits of all my favorite games
it's got excitement and adventure and cool environments and great music and just yeah everything i love
the stuff into the video game and sort of the new mechanic you mentioned already was the gun which
is controlled in a sort of not so i sound like calling it twin stick because that implies that you're
top down but like you're aiming with the right stick and firing with uh with the right trigger
while you're moving around and also grappling.
So it's all very active and dynamic.
That's Luna who uses the gun and Pablo,
who, as you say, he has the element abilities
and also he just beats the crap out of things.
He probably wouldn't put it that way.
But I've got to ask,
is Luna also based on a real dog?
No.
Sort of, actually.
So my girlfriend had a dog called Whisper,
but they were in Alaska Malamute.
right so that was sort of the
that sort of took a bit of a name from that
it was basically I love Shadow the Hedgehog
I love Sonic Adventure 2
and Sonic Adventure 2 is just like a huge
sort of inspiration for this game
and I love the idea of like the dark rival
of the main character
that was kind of the jumping off point for it
and combining that with the idea of like
project all gameplay is
is the next step in kind of
what to do with the core of this game
It's fascinating because, first of all, if you love Shadow the Hedgehog, you must be having a hell of a year.
All the Shadow fans are having a great year.
Second of all, and this is weirdly personal and irrelevant, so I apologize in advance.
But the gameplay of Luna, for me, is, okay, look, I'm going to bore you a bit now, and I apologize.
When I was a kid, I loved the Shadow the Hedgehog game on, like, GameCube.
I mean, I wouldn't say it's a great game, but I loved it because, you know, Shadow, he's cool.
And I always wonder what it would be like if it was on the DS.
And I drew up on paper this DS game.
And it was pretty much exactly the same as it's like 2D,
but you tap the screen where you want to fire.
And I'm like, this feels like what Shadow the Hedgehog would have felt like on GBA,
I mean, or DS.
And it's fascinating that you mention that because that really is the first thing
my head went to when I started busting caps in this game in Grappledogs.
So you mentioned it.
Sorry, go on.
It's funny you talk about that.
Like one of the inspirations for this is like when I was a kid,
I loved Sonic Adventure too,
but it always disappointing me a little bit that Shadow and Sonic had exactly the same moves.
I always thought like, oh, Shadow should have like his own,
because in the story he's got like all these chaos control abilities.
And I was like, oh, he should get his own move set.
And Sonic could have his own moves that, you know, only he could do.
And yeah, and so when I was doing this game,
I was like, yeah, they're going to have different moves that like,
like say different things about their personality and that's fine.
I think a lot of people in kind of reviews for this one,
like a sticking point for some people has been having to change your brain
a little bit to kind of move between the two characters
because they do have such different movement stuff.
So for me it's like, oh, okay, that's why Sonic Adventure 2 was like that.
But on the other hand, I think like the benefits you get from that versus the cost,
you get these two very different characters that have very different.
it feels. I think it's
a bit in the end.
I thought that Lunas gameplay
a little bit, it reminded
me of, did you play
Bleed, the 2D indie
shooty thingy?
It reminded me a tiny bit of that with the air
dashing and the firing and stuff.
And Bleed is awesome, so anything
that even slightly reminds me of bleed is always good.
So you mentioned this
as a sort of a collect-a-thon, so could you tell us
about the collectibles and the progression,
how that works?
Yeah, so
it's separate out into worlds and each world has its own type of gem and there are three gems
in every level and you go into well i should say stage you go into a stage you get the three gems
and then those will kind of unlock an area of the overworld for you to kind of like go on to
further stages and there's also but there's also like fruit you can collect which is a kind of currency
where you can buy outfits and health upgrades and things and then
There's also collectible grappling hooks
where you can kind of customize your character and outfits.
There's these hidden duck bands that are kind of ferreted away
in really hard to reach spots.
So, yeah, the collection screen is a bit much.
It was at one point in development even more.
You know, it was a bit Donkey Kong 64 at one point.
But, yeah, there's loads to collect.
I love a good collection screen with lots of different numbers on it.
Yeah, it's all very satisfying.
I mean, Donkey Kong 64 is, I think,
get to like you want to get a balance between
Dong Kong 64 and say Banjo
2y and I think you've leaned more towards the banjo
2y and that's a good thing I would say
um thanks yeah
it's interesting to capture that sort of
n64ish feel although
the GBA had a lot of games with
collectibles like that and this has GBA vibes
very much so so yeah
and you've got like these like time trial
bonus stages as well in there
three-ch character um
and is that just get so is that is that just getting more
of the gems or
So in this one, no, so there's a separate collectible that's like gold medals for just to be time trials.
I never required for anything.
That's kind of like a design philosophy is like, I'm not going to make you do time trials because I think it, depending on the type of player you are, you either love it or you just like have no time for it whatsoever.
So I deliberately left it in a way where it was like, yeah, if you don't want to do time trials, you don't have to.
But for the players that really, really enjoy that kind of stuff, that's there.
Ready? Let it go.
Let it go.
It's just smart because it's like, well, I suppose it's like in Crash Bandicoot when that stuff wasn't really required.
And when it was, it was pretty low-level requirements, just like the silver.
But how did, if you don't mind me asking, how was the launch for the new game?
How did that go?
Um, it's been, it's been pretty disappointing, to be honest.
Dang.
Yeah, it's been, um, pretty dire on a sales front.
and I think pretty poor in terms of the amount of coverage that we were able to get and the reach.
But it's reviewed really, really well.
The Steam reviews, like the ratio is very high.
Reviews we managed to get are all 8 out 10, 9 out of 10.
We finally managed to cross the metacritic threshold the other day, which is great,
because that means that's good for me because it helps me pitch games in the future
and say, you know, hey, I know what I'm doing here.
Yeah, so I'm feeling really positive about the reception in terms of like the quality of that thing we made.
I'm really proud of it and I'm proud of all the work that everybody who worked on it put into it.
But yeah, it's been pretty dire on the sales front and, yeah, in terms of the kind of reach and the coverage.
If you don't mind me talking about that, do you think that, do you know, do you think that any sort of what might be any sort of factors in why that was or is it just one of those things, you know,
it seems like there are so many
sort of games launching all the
time that it must be a nightmare
getting the right
sort of window
yeah I mean
talk about it to a certain extent
so like the
a big big factor in it is just the
amount of stuff that's that's coming out right now
there's just like lots of
great games being released
and it's wild
wild couple of months for sure
yeah and that's eating into
the kind of like bandwidth of people's
um time you know like astrobot launched a few weeks before us and i think people weren't done playing
that um but also just attention you know if there's other indie games that are coming at around
the same time as your indie game people will talk about one and not talk about the other um and we launched
i think there were two other quite big indie games that launched on the same day and then also two days
beforehand we had i am your beast which is another really great indie game and then yeah i think
I think there was also the Capcom Marvel versus Capcom collection came out the same day.
So obviously, like, the sheer number of releases is like a huge factor.
And I think it's also, there's an element of, you know, I just talked about the amount that I do on this project, which is, you know, I do all the art and I do all the programming and I do a lot of project management.
And I do, particularly on this one, because we had, you know, more people working on it.
and we had a bigger budget, and we had all this stuff.
And it's not necessarily my responsibility
for marketing and distributing of the game.
And I trust that other people are doing that.
And sometimes I just feel a bit let down by that aspect of it.
But I'm not totally in control of it in that way.
It feels like, I mean, from the outside looking in, obviously,
so stop me if I'm saying anything ignorant here,
but it seems like sometimes regardless of,
any of that, then it just doesn't for some reason get seen.
I mean, there was a Zelda, new Zelda out now.
I think it's a shame.
I'm going to do what I can to boost it myself
because more people should play this game.
Did you find that the original game sort of had some legs
or sort of what happened with that one?
Yeah, I mean, that's the kind of, you know,
if you want to have a sunny outlook on it,
that's the thing with the first game is, you know,
we had a pretty slow launch as well,
But I think what happened with it, it just had a really good word of mouth.
And when it goes on sale, the calculation in a lot of people's heads is, you know, it flips in a way.
Yeah.
And they go, like, suddenly it's worth it.
And we consistently did really well on sales.
And we consistently did, I mean, like, we were on the Steamfront page a couple of months ago with the first game.
And, you know, that was like the highest number of players we ever had, even higher than the launch of the game.
You know, it was like really big.
Oh, wow.
Yeah, that was.
I think that was when I bought it
because I got that double pack
because I had it on Switch from reviewing it
but I didn't have it on Steam
so I think it was like £21 or something
at both games which was probably the best deal
I've ever purchased in my entire life
Yeah, I mean
Yeah
The thing is with that stuff is because it's on discount
Just to kind of like inside baseball it for a second
But when it's on discount
You get less revenue ultimately
So it doesn't counteract necessarily
But yeah
That kind of happened with the first game
Where it just kind of like kept selling
And so, yeah, and at many points where we kind of thought, like, oh, this is tailing off, you know.
And even when Grappad Dog 2 launched, people were telling me like, oh, well, the numbers for Grapple Dog 1 are really, really good.
And I'm like, well, that's great.
Yeah.
So there's every chance that, you know, it could have a really long tail.
It could keep trucking.
If the word of mouth is really good, it could sell.
So it's not, you know, it's not done for.
But it's really hard.
to come back from a kind of weak launch
and just all sorts of algorithmic
things I don't understand.
Yeah, I don't think even the ones
who produce the algorithm that understand it.
Do you find just, sorry, go on, sorry.
I just want to reiterate, like, yeah, yeah,
a bit disappointing on the sales end and a bit disappointing in terms
of the coverage end, but like, I'm really, really proud of it,
and I think it's really good.
Well, you know, not that I want to
platitudes, but, like, you should be proud of it.
like everyone who did anything for it should be proud of it
because I think it came together really well
I'm going to say I swear with now it's fucking good
so I think everyone should play it
which is why I wanted to do this at all
I hope you don't mind me asking about the deception
and to be honest I'd seen you talking about it on Twitter a little bit
I've been spying on your tweets by you know following you on there
I know I didn't I didn't mean for them to be public
well yeah
but I did what I was
curious about that because of
many factors because a lot of
to be frank a lot of
developers don't usually talk about that
stuff on Twitter
which is not to say that you shouldn't have obviously
but I just I thought it was interesting
so I thought I'd try and pick your brain
on that a bit more
so I guess
yeah I mean is it from my perspective
again as someone who's a complete
hobbyist as well and doesn't really
do anything other than mess around with existing
level letters I've worked on a couple
projects that I've made stages for
and they go out and they go out
and they go on, people stream them on
YouTube, people play the games and I watch people play
the levels I've made and they will find
without fail everything I'd
not noticed, they will stumble
across and break and
do you find, do you watch like
streams or let's plays
or whatever of your games or do you find
it sort of excruciating
like I do?
Yeah, yeah, I do a lot.
I actually find, so we actually
had internal play tests and we had like QA stuff so I got a lot of footage at certain
points of like people paying through the levels yeah I think what you're talking about is it's
really difficult and it's yeah it's like a huge part of level design and design in general
and it's a skill that you you know it's like learning an instrument you sort of like
get better at it and better at it I think it's like one of the best things you can have as
a designer is the ability to put yourself in the play of shoes and start to understand how
they're going to see it from their perspective, how they're going to play through it,
but also how different types of players are going to play through it,
and also where they're going to mess up and where they can go wrong.
And then you never catch everything, and then that's why playtesting footage is so good,
because you can sort of get like, okay, well, you know, for instance,
the player might go left when you want them to go right and you go like,
okay, why did they do that? And you work backwards to kind of like figure that out.
I did, when the game, by the time the game launched, I will say, like, when I was watching people play it, we'd ironed out a lot of that stuff. So, you know, people weren't getting it really wrong. And I did take a bit of perverse joy in watching people play and seeing that they were going like exactly as I had intended them to go through the level every time. There was something quite pleasant about that in a way where I had designed this level. I'd be like, okay, the player's going to think this, this, this, this and this. And then to, to what,
their reactions are to be like, okay, I got it, right?
I got exactly where they were going to...
Yeah, you've got to build a sort of invisible guiding hand.
It's really fascinating stuff.
I mean, it's interesting for me that when it comes to, again, me, amateur, don't make games.
Just did a few levels here and there.
But, like, for example, talking about the other game on this episode, Anton Blast, a long, long time ago,
I saw one of the early trailers for that game or maybe the demo, and I just tweeted, like,
not like rudely I don't think
but maybe kind of thoughtlessly
like these platforms
blend in way too much with the background
it's it's so it doesn't work
and then Tony
his reply and he's like you I think I agree with you actually
we'll do something about that and I was like
they're watching
and you're mortified
because it's like you're telling them
how to suck eggs you know
it's like
I did so do you sort of keep an eye out for people talking
about the game on Twitter and stuff
like obviously there's such thing as
you know tags hashtags and things but do you
keep an eye out for that stuff for like
I don't know patches and things like that
yeah absolutely well I'm
I tell you what
so on the first game I spent
launch day just worrying about things
and I didn't enjoy it
so this time I said to myself
enjoy the launch day Joe
like even if there are bugs
even if there are issues
just try and enjoy the launch and try
and like not stress
about it until you have to.
So, yeah, I spent the launch day just reading everything, everyone was posting and just
kind of like searching for grapple dog and seeing like, is anybody playing it, you know,
what are people saying and looking through all the Steam reviews and trying to see all the
coverage and the YouTube stuff.
And just enjoying the little bit of attention there.
I think now at this point, I'm like, I don't need to read everything.
And I do try and keep, but I do try and keep my finger on the pulse, particularly if there's like
a bug that kind of made it through.
the QA stuff and everybody's talking about it or you know if there's a bit of feedback that just
keeps coming up like usually if somebody will if somebody will be like I don't like this I'll be like
oh well you know that's just your opinion man but if it's if it's like four or five people in a
row that are like I really don't like this then I will kind of look at that and I'll be like oh
is there something we could do about that um did you just to interrupt you sorry um this is what
we do under british retronauts we apologize constantly and interrupted constantly it's just a
British way.
Did you find anything from the first game that came up in particular that you specifically
wanted to fix or change for grapple dogs?
Oh yeah, absolutely.
I mean, okay, like the big one, and it's like the number one criticism of people to tell
about the game.
I mean, I was at a conference last year, and I met one of my, maybe heroes is too strong a
word, but somebody I really look up to in this industry, Tom from SFB games, you know,
Crow Country
County? I always forget whether it's country
or county. I actually don't
know. Or they did
I'm a horrible journalist.
They did snippet clips.
They did... Oh, yes, yes.
Slipperclips, yes.
And I met him, and he was very nice about Grapa Dog,
and I was like, oh, my God, that's amazing.
And then he went to me,
what happened with the music?
Like, yeah, the one criticism we got
repeatedly is just like the music was really repetitive.
And then that was a big thing that I wanted to fix for this game.
But it's also like that wasn't just a problem with the music, if that makes sense.
It was like a problem that pointed to other problems.
And I think it pointed to a broader problem, which was like there wasn't enough environmental variety.
Because you were kind of playing like the mountain world like six levels in a row.
And also that the environments in the first game were quite, maybe this is too negative a phrase,
but like box standard platforming stuff, which I love that stuff.
but like iconic
iconic is the word to use
iconic yeah but like you know
everything that sounds bad can be
rephrased in the way that makes it sound good
oh wow
repetitive music catchy music
oh yeah yeah yeah um
I love that game's soundtrack I love
that guy can swivel as far as I'm concerned
I'm kidding it's really good but it does get a little
repetitive after a while but yeah but that's one of the reasons
why like the cool concept of the sequel is like
you go to all these different worlds and they're all jumbled up
in different orders and you know you're here
one second and there next because
that way you're not listening to the same track so much
and yeah we definitely worked on like
the variety in the soundtrack
and also just like complaints about the physics
I definitely had a look at all that
everything that everybody was saying
I really read through a lot of the Steam reviews
and you know there's people that are like
I don't like platformers
I don't like this game
and there's like not much you can do
because it's just it's not the game for you
but I don't like platforms
I don't like this game
and I
aim to write a review
on which I should be seen
as an authority in some way
Yeah, but what got
kind of got to me
was there were people that were like
I really wanted to like this game
I really love platformers
but these couple of things
just kind of like got to me
and that kind of stuck out to me
and I was like yeah
they're kind of right in a way
you know and so yeah
we should have to fix a lot of that stuff
this time we have
Thank you.
So, sort of as we're sort of drawing to sort of the end of this chat,
do you know what you're doing next?
I mean, there's probably something you can't talk about,
but generally, do you know what you're going to do in doing sort of post-grappledogs
or in sort of the launch window?
So I am going off to go to a bunch of a bunch of.
freelance work
I need to pay my rent
so I'm going to be doing some art
for some other people's projects for a bit
and then I've got a couple of hinds
in the fire in terms of things that
might be going here and there
and yeah I would love to do
another Medallion Games production
one day
I think now's a pretty bad time
on the indie game front
just because funding is drying up
and UFO 50s come out
and it's ruined all other indie games forever
they just did 50 games at once
it's not fair
yeah it's cheating
yeah but also just like
yeah publishers are
getting scared and shutting down
and yeah it's a pretty rough time
so I'm not sure whether
another medallion games game
is going to happen any time soon
but I'd love to do that eventually
and I've got like a big
manila folder full of ideas
of things I'd like to make
any other sort of genre
that you're interested in tackling
or is it going to be platformers
all the way down for you, do you think?
I'd love to do Zelda.
I've always wanted to do Zelda.
That's kind of like my big love.
I think I saw you prototyping.
It's like something on Twitter actually,
like a top-down kind of engine.
Yeah, it's also like a bucket list thing
of like one day I'll do Zelda
and I'm increasingly just like,
well, I'm not getting younger.
I should probably do that at some point.
I'd love to make a stealth game one day.
I really love like Splinter Cell,
metal gear solid. I'd also
love to make a shooter at one point.
I think that would be cool. Yeah, all sorts of
genres I'd love to try.
Just whether I can
yeah, whether I get the opportunity
to, I'd love to. Well,
thanks very much for coming on.
I have enjoyed talking to you
and I appreciate your
sort of candora in general and I
want to urge everyone to buy
grappled dogs and grapple dog
and you know what? I am going
to shamelessly show it because it's, like I said,
earlier, it's fucking good.
And if you don't, if you don't buy them,
I'm going to come to your house, and I'm going to
beat the shit out of you.
Okay, that's, I don't condemn that.
As the official representative
of Medallion Games, I cannot.
Also, I probably shouldn't say that, because
I probably can get in trouble, so I just want to retract
that, actually. I'm not going to come to your house. I might come
near your house and look at you. Like,
as you go, come back from work, I'll just be
standing there across where my arms folded, glaring
at you, knowing who you haven't bought it.
A weird stare
Yeah, yeah
And they'll see it's me
And they'll be like
Why is world famous
Retronauts
Presents
Standing 600 yards from my house
And folding his arms
And staring at me
Um
No seriously
They really I really love them
That's why I wanted you on here
Because I'm a fan
And I wanted to get the word out
And I want people to play these games
Because if you like
I'm trying to think
It's difficult to even say
So if you like this like that
Because I do think they're quite singular games
But if you like platform
games that are concerned
with being fun rather than being like
punishing, you know, that aren't
trying to make you feel like
you're just dying constantly, though they do have
their challenge.
And you want to use a grappling hook that isn't
fiddly and it's easy to use the grappling hook
and it's incredibly
accessible. And there are accessibility
options as well if you want to just jump infinitely
because you, I don't know why you
would want to do that, but you can if you want.
You can jump infinitely.
And you want to be a cool dog that you
also pet you can pet the dog by the way you like the meme then yeah please get in on this it's
very good and that's a stewardship guarantee which is worth an enormous amount of cultural cash
obviously so thank you very much thank you for the nice words that's party party nice um yeah
oh i can be nice i can be desperately nice well yeah i'm just i'm really really glad you enjoyed it
and um yeah i'm just really glad that it's out there because i've worked on it for so long and
people are really vibing with it.
And it's, yeah, everybody who plays it seems to really, really enjoy it
and really kind of get what I was kind of going for with it.
So, yeah, I'm really proud of it.
I'm really feeling very positive about it.
I'll look forward to Grappledog 3, semi-colon, now it's Zelda.
Oh, God, I'm trapped making Grapple Dog forever, yeah.
There's no escape from the hook of Grapple Dog.
Well, I have just one last point.
I have joked around
that I can never include
a grappling hook
in a game ever again.
I've ruined it for myself.
You've grappled with your own concept
too much.
I'm going to stop doing grappling puns now.
Going by the game,
it's on Steam, it's on Switch.
Is it on an Xbox PlayStation?
I can't remember.
It is on Xbox Series S and X,
but not on PlayStation.
Great fit for the Switch.
Great on Steam.
Steam deck works perfectly.
Both of them do, in my experience.
Get them in.
You'll love them.
And again, thanks very much, and perhaps we'll talk again at some point in the future.
Well, thank you for having me.
Yeah, and I love it.
Well, all right. That was interesting, wasn't it?
do the end of the episode. Thank you very, very much for listening. I hope you enjoyed it as much
as I did. I love doing these interviews, and to be perfectly frank, I think I'm getting
slightly better at them, so that's always nice. Nice to find a sort of a rapport there, and I think I
did. So, yeah, and I will continue to big myself up. But if you want to big us up in the form
of money, and by us, I mean, Retronauts, you can do so by heading over to patreon.com for
slash Retronauts, where for just $5 a month you'll receive not just the weekly episodes a whole
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thing, you'll also be able to get Diamond Fight's tremendous this week in retro columns,
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I really can't recommend them enough. And you'll also have the eternal gratitude of us here
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fan of me saying swear words, you're going to love that discord, because that's all I do in there
constantly to the point that I'm always just told
Stuart, please stop swearing.
It's a family podcast. It isn't
because of me.
No, I kid. But thank you, seriously.
Thank you very much for listening.
And there'll be another episode long
in just a week's time.
So get excited about it.
Thank you.