[PS4Blog.net Interview] 10tons On JYDGE | PS4Blog.net
JYDGE is makings its way next month to the PlayStation 4, so we got in touch with 10tons to talk about the game’s development for Sony’s home console.
PS4Blog: Welcome! Good to have you with us at PS4Blog.net. How are you doing today?
Thanks! We’re doing dandy, even if we’re spectacularly busy with wrapping up not one, not two, but THREE new games back to back. Time Recoil is out there, and the finishing touches for the day-1 updates of JYDGE have been made. Tesla vs Lovecraft is nearing first submission state at an eldritch rate, so keep an eye on that one towards the end of the year!
PS4B: On that note, JYDGE is making its way to the PlayStation 4 next month. What can you tell us about this game?
JYDGE is fun and fluidity first futurecop twin-stick shooter. It’s a prequel of sorts to Neon Chrome, which in turn is a pretty well liked cyberpunk twin-stick shooter we released a year ago. What I mean by fun and fluidity first is that while Neon Chrome is awesome and a lot of people really love it, we got very early on that the dystopian gloom and roguelite ruthlessness was a bit more than some players were able to endure for the full duration of the game. So JYDGE is a kind of antidote to that.
You still die a lot in JYDGE, but it’s a very different experience as the game is chopped into handcrafted levels of manageable size, and even more importantly those levels are chopped into small to tiny missions that you can clear one at a time. Plus we throw in a ridiculous amount of weapon and character customization features, so you’ll definitely have options in choosing how you’d like to play overall, and change that up completely if you bump into a mission that is best handled with something else entirely. So there’s pretty much no such experience of getting “set back” by dying as there was in Neon Chrome.
PS4B: What motivated the team to work on a prequel to Neon Chrome that changed the formula by going from procedurally generated levels with roguelite elements to handcrafted levels with tons of character customization?
The motivation was clear, pretty much 100% based player feedback. Lots of people loved Neon Chrome, but it started to look pretty early on that hey, there’s this another chunk of people who don’t enjoy getting wasted by minigun cyborgs and having to go through another five procedurally generated levels as we do. And we can appreciate that. So lo and behold, JYDGE. If you die, you probably lost 10-30 seconds of playtime, AND as the challenge is exactly the same the next time, you’ll know what to do better, be it a change of tactics or switching up an augment or two.
PS4B: There’s an interest promotion going on right now for pre-ordering JYDGE in the North American PSN store. Can you please tell our readers about it?
Yeah, how about that US region PSN pre-order? A 20% discount on the game, and instant free copies of Crimsonland and Neon Chrome? We feel like that’s a very good offer, and even if you don’t usually pre-order, you should definitely grab this for the freebies alone (especially if you don’t have the titles, they’re pretty sweet). The motivation to do this was that firstly, we know that we’re launching at the worst time of the year for indies, going head to head with all the AAA stuff onslaughting the storefront in time for Christmas.
So the stiff competition is one thing, but kind of another but kind of the same thing is that we’re not only competing for the gaming minutes gamers have available for whatever they choose to pick up, we’re also competing for the storefront real estate available for all these titles. The pre-order secures us at least some visibility in one nook of the store, and it all starts from that visibility. You need to get seen to have a chance of getting bought. We also realized this is a great opportunity to make our body of work known; top-down twin stick shooters are a kind of our thing, and if you have even a slight interest for such things, here’s a golden opportunity to get to know our contribution to the genre.
PS4B: And now it its time for us to go. Thanks for taking the time for doing this interview! Would you like to add anything else before we go?
I can’t emphasize that US pre-order enough. Seriously, look at it! Especially if you don’t have Crimsonland and Neon Chrome, you need to get it. Look at the user ratings of the games. If you’re into shooters, it’s really unlikely you would feel like you didn’t get enough bang for your bucks. For us the pre-order isn’t primarily about money, as the bulk of the sales will definitely occur after launch, but about reaching out to new fans and getting our name out there. If this kind of pre-order proves to be a good way to do that, we’ll absolutely look into doing it again in the future.