[PS4Blog.net Interview] Too Kind Studio On Pankapu
We’re currently playing Pankapu for review, so we got in touch with Too Kind Studios to chat about the game’s development for Sony’s home console after their Kickstarter campaign.
PS4Blog: Welcome to PS4Blog.net. Could you please help us by telling our readers a bit about yourself and your work?
Hi, my name is Jimmy Kalhart, and I’m co-founder of Too Kind Studio. I’m also game designer and storyteller on our first game PANKAPU.
PS4B: Pankapu is out on PlayStation 4. How would you describe the game?
PANKAPU is a 2D action-platformer with narrative elements. It’s our tribute to 90’s classic games with an action-oriented gameplay in a colorful world. The main feature of the game is that you can switch whenever you want between three forms: warrior, archer, and mage. Those three forms have their own skills and mechanics, and so you’ll be able to choose and adapt the way you want to go through all the obstacle that will be on your journey.
PS4B: How much did the game change between what was shown back in 2015 during the Kickstarter campaign and the version that we’ll get to play on PS4?
A lot of things have changed since the Kickstarter campaign. Of course, the spirit and DNA of the game are still the same. We kept our main feature, the Aegis Switch, and focused on it in order to have a smooth and original gameplay.
Originally, PANKAPU would have been released in episodes, but during the development process, we realized that it caused more problems than it solved. So, we decided to merge all the episodes into two: the first one, renamed Prologue, was released last year, and the second one is what we have on PS4. So, with those two episodes, the game is complete. By merging episodes, we didn’t remove anything from the original idea.
Actually, it was more the opposite: with fewer episodes, we’ve been able to focus more on the elements that were important to us. So, even if there are fewer episodes, the game is, in fact, deeper and longer than it was planned back at the time of the Kickstarter campaign.
PS4B: Back when the project was on Kickstarter, there was a stretch goal for a Wii U port that was not achieved. Now that the Switch has taken the place of the Wii U, are you considering porting the game to Nintendo’s hybrid console?
It’s definitely something we have in our minds, and it could happen sooner than you could expect!
PS4B: Now that the game has been completed, has the team moved on to a new project or is everyone taking a much-deserved break?
We would love to take a break, but you know what? By developing PANKAPU (as is the case for almost every game development), a lot of new ideas came to us, and now we’re turning things over in our heads on how we can use those elements into a whole new game.
And as we want to develop the IP we’ve set up with PANKAPU, the plot will certainly take place in the same universe. Maybe you’ll be able to cross roads with already known characters…
PS4B: And now it is time for us to go. Would you like to add anything else?
If people take the same pleasure to play the game that we had developing it, then our goal will be fulfilled. The hardest thing in indie game development is to be known by the public, so if you liked playing PANKAPU, please spread the word all around you! And if you have any question or comment about the game, don’t hesitate to come talk to us on social media – we love sharing with our community. Thank you all and see you soon on Omnia!