We’re working on a review for The Rainsdowne Players on Nintendo Switch, so I got in touch with Stephen O’Gorman to talk about the game’s development. Come check it out!
PS4Blog: Good morning. Thank you for joining us today. Could you please tell our readers a bit about yourself and your work?
I’m a solo indie developer who has spent my evenings and weekends for the last few years working away on The Rainsdowne Players. I handle design, programming and most of the art, but thankfully handed the music over to a professional!
PS4B: On that note, The Rainsdowne Players is now out on the Nintendo Switch. How would you describe the game to someone who’s never heard about it?
The Rainsdowne Players is a creativity-driven RPG about a rundown theatre and trying to please its unruly clientele. It combines elements of RPG exploration, card collecting, timing-based mini-games and a whole bunch of other odd ideas!
PS4B: How long did it take you to port the game to the Nintendo Switch? Where there any particular hurdles or challenges you had to overcome during the process?
The process was surprisingly painless, aside from a few quirks that had to be rewritten to work within the newer engine (fonts were ‘fun’).
PS4B: Now that The Rainsdowne Players is out on Nintendo Switch, are you considering bringing any other games to the console?
Day one sales managed to surpass my lifetime Steam sales over an almost five-month period, so Switch is definitely my lead platform going forward!
PS4B: And that’s all the time we have for today. Is there something else you’d like to add before we go?
I just want to thank everyone who took a chance on my odd little game as soon as it hit the eShop. It’s gratifying, as I really don’t know much about how to market games!