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Kritz78 karma

Heya! So I study, among other things, game design as part of my University education. It's super fun, because I think that the soul reason programming languages exist is to make games from them. I got some questions about your perspective on the indie scene and maybe some about game development processes.

  1. The biggest problem I face when doing things is distractions. How did you manage the feeling of, "fuck this thing I'm doing right now I just thought of something way dumber to spend my time on and it will be -awesome-"?

  2. What was your workflow like when putting together McPixel? Did you do it adhoc where you kind of had an idea of what you were doing but mostly just sat down and coded until a video game came out? Or did you design doc the shit out of the alien that smokes a fuckin doobie on a desert island in the bush next to the hotdog cart?

  3. How do you get noticed in this business? It's always great when something like your game or other smaller games come into the spotlight and get the attention they deserve. But there seems to be enough cool games that just get swept under the rug, that never really get uncovered by the masses. Did you have any kind of way to get McPixel noticed, or did it just kind of happen as a weird internet thing?

  4. Yo, the fuck's up with those bonus levels.

  5. Relating to the third question, any games you wanna pimp besides your own? Or your own. I ain't the boss of you. You made a video game I can't make you do shit.

  6. It is 2AM I can't think of any more questions. I like your game. I loved the fanart thing. Got a favourite piece of user art?

Thanks for being video games,

  • Kritz