SkateBIRD will be making its way to Nintendo Switch, so I got in touch with Megan at Glass Bottom Games to talk a bit about the game. Come check it out!
PS4Blog: Hi! Good to have you back with us. How are you doing today?
Pretty well! The response to SkateBIRD lately has been insane, so I’m somewhere between exhausted, terrified, and super excited.
PS4B: SkateBIRD is still a thing, and it’s now a thing that is coming to Nintendo Switch! What drew you to working on Nintendo’s hybrid console?
It’s Nintendo. How could you not want to work with Nintendo? I didn’t realize there were consoles other than the Nintendo until I was, I dunno, 10, and even then, I really just wanted the SUPER Nintendo.
PS4B: How goes the general development of SkateBIRD? What has changed or evolved over the last six months?
We’ve started locking down the core systems, basically. The demo that runs as part of #TheGameFestival / #TheGameAwards represents almost all the core movements capable in the game. The only big things left undone are SPECIAL tricks / that whole thing, and a less-buggy approach to wall-riding.
Then we just need to add back in missions and all that, do more levels, etc. It’s nice, though! It means we’re sitting on a pretty solid vertical slice. Oh, and we’ve also polished a lot of the control mechanics since that first alpha, but they’re still a bit loose – curious to see how folks respond to that.
PS4B: Since 2020 is right around the corner, I was wondering how into 2020 we’ll have to way to play the game on Nintendo’s console.
That is definitely a question. I don’t have an answer, but it sure is a good question. Later, probably? “A while.” “Not soon.”
PS4B: And now it’s time for us to go. Is there anything else you’d like to add?
Please feed the birds. (and not bread, break out the good seeds and suet for ’em)