[PS4Blog.net Interview] Tuatara Games On Let Them Come | PS4Blog.net
PS4Blog: Hi! Welcome to PS4Blog.net. Could you please introduce yourself to our readers and let them know a bit about yourself and your work?
Hi, my name is Klemen, I’m 28 years old, and I’ve been working in the AAA games industry as a VFX artist for almost six years now. I’ve always been the type of person that does a lot of creative work in my spare time and about two years ago that led me down a path of indie game development. What I was working on quickly grew into something that felt like it had potential, my first independent game, Let Them Come.
Down the line, I founded Tuatara Games, a studio under which the game will be released. Let Them Come is an old-school arcade shoot ‘em up. You are playing as Rock Gunar, a mercenary and only survivor of a mission gone sour. You are outnumbered but not outgunned, and you’re not going out without putting up a fight
PS4B: How would you describe Let The Come to someone who has never heard of it?
Remember those gun turret sequences in first person shooters and how exciting they can be? I’ve built an entire game around that idea. The only thing separating you from the alien scourge is a mounted gun turret, boombox blasting music by your side.
Combat is wave based, and you have access to different types of ammunitions, passive upgrades and secondary items like grenades and melee weapons.
Progressively tougher enemies come at you in different combinations encouraging you to experiment with your loadout. A wide array of special combo bonuses spice up the gameplay in interesting ways, like a rocket drone that fights by your side for a duration. Boss battles will challenge you, bring them down to advance to new levels.
PS4B: How long did it take the team to develop the game? Did you run into any particular challenges?
Oh man, it’s hard to look back and reflect on the entire span of development because it seems so long ago! I’d say it took about 1.5 years to develop the core game and another half a year and counting porting to all the target platforms. I have faced many challenges throughout development.
For starters, I’m a solo developer, and apart from sound design and music I developed the game entirely by myself, including all work associated with porting. And that’s considering I work fulltime for one of the big AAA game studios and have finalized and shipped a separate game during this time. It’s been a busy couple of years! I have to point out how amazingly helpful my publisher Versus Evil has been throughout all of this. I couldn’t have come this far without their support!
PS4B: Are you considering developing any extra content for the game to be made available either as free or paid DLC?
There are no immediate plans as of this moment, but I’m not counting it out sometime down the line.
PS4B: How did the idea of Twitch enabled features come about?
Twitch integration was something my publisher Versus Evil suggested, and after quick exploration, I discovered the game was a pretty natural fit for the types of interactions Twitch offers as a platform. There’s something quite exciting about interacting with broadcasters this way, we’ve had a lot of fun testing the features throughout development.
PS4B: And now our time is up. Would you like to add anything else before we go?
Really appreciate your time and hope you check out Let Them Come. I promise you’ll have fun!