[PS4Blog.net Interview] David Galindo On Cook, Serve, Delicious! 2 | PS4Blog.net
We had a lot of fun reviewing Cook, Serve, Delicious! 2, so I got in touch with David Galindo to talk about the game’s development for its PS4 release. Come check it out!
PS4Blog: Good morning! Good to have you with us at PS4Blog.net. Can you please help us start this interview by telling our readers a bit about yourself and your work?
My name is David Galindo, and I’m the creator behind the Cook, Serve, Delicious! series, a hardcore fast-paced cooking sim that’s available on PC and is now making its console debut with Cook, Serve, Delicious! 2!! on PS4!
PS4B: Cook, Serve, Delicious! 2 is now out on PlayStation 4. What can you tell us about this game?
CSD 2 puts players in control of their restaurant in Teragon Tower, where they must start from the bottom and work their way towards making a hugely successful restaurant by working at their own cafe and at other restaurants across 400 levels in the game. It’s a pretty massive leap from the original game and has over 200 foods to prepare and over 1,200 unlockable objects.
PS4B: How long did it take you to develop the game? Did you run into any challenge in particular when porting the game to PS4?
It took us about two years to make the game with Game Maker Studio 2, and only a few months to port thanks to GMS2’s easy console export functionality. From the beginning I knew I wanted this game to be on consoles, so the challenge was to make sure the gamepad users would be able to make foods just as fast as keyboard users. So it wasn’t so much of a problem porting to PS4 as it was thinking about how to make this game shine on the console.
I think we got it to a place where it feels natural to bust out multiple pizzas at a time, and honestly once I saw some platinum rolling in after the game’s release I was hugely relieved, as you never know how the difficulty balance is for the game until you get a wider audience to try gamepad controls (the PC version’s userbase is overwhelmingly keyboard/mouse controls according to our stats).
PS4B: Are you currently working on any additional content for the game to be made available as either free or paid DLC?
The PS4 version comes with all the free DLC and content updates we released for PC over the last year, and let’s just say we have a number of exciting announcements in the pipeline for the year!
PS4B: Any chance we can get a physical version of the game on PS4?
I’m in talks with one of the main physical distributors of indie games right now, and I feel like it’s a little bit of an uphill battle to convince people who have never heard of the game that we’re so much more than a casual “light” game. Here’s hoping we can get something done!
PS4B: And that’s all the time we have for today. Once again, thank you for doing this interview. Is there something else you’d like to say?
It’s super exciting to get this game on PS4, it’s been a dream of mine since I first started making games, and I can’t wait to make more games on console!