Hello, I'm a big fan of your works. Bloodstained was a great experience, and Aria of Sorrow was one of my childhood games.
I was wondering what approach you take when you design a new Castlevania game to keep it fresh and engaging. Were there any challenges? How did you keep the scope reasonable?
Also, this has always bugged me: Why are you called CurryTheKid? I always guessed that it was because you were likely responsible for the Waiter Skeletons that threw curry for some reason.
GD_Seirya26 karma
Hello, I'm a big fan of your works. Bloodstained was a great experience, and Aria of Sorrow was one of my childhood games.
I was wondering what approach you take when you design a new Castlevania game to keep it fresh and engaging. Were there any challenges? How did you keep the scope reasonable?
Also, this has always bugged me: Why are you called CurryTheKid? I always guessed that it was because you were likely responsible for the Waiter Skeletons that threw curry for some reason.
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