We’re working on a review for Rogue Singularity, so I got in touch with Considerable Content to talk a bit about this Nintendo Switch release. Come check it out!
PS4Blog: Hi! Welcome. Could you please introduce yourself to our readers?
Rogue Singularity is the lovechild of Scott Beca and Edward Blanch. We are two friends who met in college back when we were both studying for completely different degrees. After we graduated we decided that rather than pursue normal careers we wanted to team up and make games together. We’ve done game jams, mobile games and can be regularly found at a variety of Melbourne Games events. Because of course we both like to keep more busy than is healthy we continued to work on Rogue Singularity while holding down full time game development jobs in Melbourne.
PS4B: Rogue Singularity is on its way to the Nintendo Switch. How would you describe the game to someone who’s never heard about it?
Rogue Singularity is an infinite obstacle course set in space. You play a small robot trying to best 5 worlds full of platforms and obstacles. We designed it as a love letter to the 3D platformers of the Nintendo 64 era and created a complex formulae to keep the challenges fresh by generating a new world every time you play.
PS4B: How long have you been working on the game. Has the overall design for Rogue Singularity changed between the original concept phase and the game we’ll soon get to play on Nintendo’s console?
We have been working on Rogue Singularity for about four years. The original concept came from an earlier prototype. We found jumping on a strange jumble of platforms created an intriguing and exciting challenge. We’ve come along ways over the years but the essential design hasn’t changed much, run and jump on procedurally generated levels. The current version of the game boasts secrets, character customization, and a nice suite of power-ups.
PS4B: Are you considering working on any additional content for Rogue Singularity or will you now be taking on a new project?
Once players have managed the herculean challenge of completing all 5 worlds we have a special challenge mode designed to keep things fresh. The zone we call the back hole contains some of our hardest challenges that push the procedural generator to it’s limit. With secret levels, seasonal content and daily challenge modes we hope to keep people busy. If people manage to get through all of that we have some exciting ideas we’d love to experiment with!
PS4B: Once again, thank you for doing this interview. Would you like to add anything else before we go?
We are really happy to get this game into the wild. This has been a huge project for two people to try and undertake. It’s been very tiring at times and I think this, like every game project, is a trial by fire. But it’s been a bit of a dream of ours to be able to sit down and play our own game on a Nintendo console. I think our younger selves would be pretty proud of us.