Image Image Image Image Image Image Image Image Image Image

PS4Blog.net | March 3, 2021

Scroll to top

Top

No Comments

[PS4Blog.net Interview] Four Horses On Miles & Kilo | PS4Blog.net

[PS4Blog.net Interview] Four Horses On Miles & Kilo
EdEN, Owner

We’ll be working on a review for Miles & Kilo, so I got in touch with Four Horses to talk about the game’s development for its Nintendo Switch release. Come check it out!


PS4Blog: Hi! Thank you for joining us this morning. Could you please get us started by letting our readers know a bit about yourself and your work?

Hi, thanks for having me here. I’m Mick Waites, the owner of Four Horses, a tiny development studio (just me) based in the North of England. We developed and published Digger Dan DX on the 3DS eShop in 2016, Kid Tripp on 3DS and Switch eShops in 2017 and are about to launch Miles & Kilo on the Switch eShop on July 5th.

PS4B: Miles & Kilo is releasing soon on Nintendo Switch. How would you describe the game to someone who’s never heard about it?

Right now, Miles & Kilo is on pre-purchase. It goes on sale fully on July 5th. Miles & Kilo is an action platform game where the titular characters have to chase down a bunch of goons who have stolen parts of their plane. You run, jump, throw fruit, grab coins, stomp, punch, smash, slide, bounce and roll your was past various obstacles and enemies through 36 levels across 5 worlds. Did we mention that Kilo is a dog? Occasionally he takes the lead (literally) and drags Miles through the levels at full speed. At the end of each world, you have to fight a different boss to get the part of your plane back.

PS4B: How long did it take to develop the game to get it ready for its Switch launch? Any particular challenges or hurdles you had to overcome?

It was actually pretty quick. The game has been developed using Monogame which has a work-in-progress Switch version. Mike got the game up and running on Switch in about a day. Once that was done, there was a little bit of work around getting the controller configuration screen and save game working, but that wasn’t too hard. Beyond that, we localised the game into almost every language that the Switch supports for the system menus and polished and tweaked things. The development process was really smooth, we didn’t hit any obstacles at all – other than time! There never seems to be enough.

PS4B: Now that the game is ready to go on Nintendo’s hybrid console, what are you working on next?

First of all I’m going to be getting Kid Tripp ported to PS4, Vita, Xbox One and Windows Store. I’m hoping that will be a fairly smooth process, but it is all unfamiliar territory for me. If those ports prove to be profitable, it’s reasonable to assume that I’ll do the same for Miles & Kilo. Once that is all done with, well let’s just say that we have a few ideas for a new project. If Miles & Kilo proves popular enough, maybe I’ll be able to quit my day job and work on the next game full time.

PS4B: And now it’s time for us to go. Is there something else you’d like to add before we end this one?

Only to remind everyone of the amazing offers we have for people who buy Miles & Kilo before July 12th – if you already own Kid Tripp on Switch, you’ll get 50% off Miles & Kilo. If you don’t own Kid Tripp already, then you will get 100% off Kid Tripp after purchasing Miles & Kilo! And to say thanks again for having me here.


PS4Blog.net