[PS4Blog.net Interview] Procedural Level On Voxelgram
We’ll be working on a review for Voxelgram, so I got in touch with Procedural Level to talk a bit about the game. Come check it out!
PS4Blog: Hi! Thank your for joining us this morning. Could you please introduce yourself to our readers?
My name is Łukasz. I’m a game developer from Poland, and I’ve been working professionally on games for the past 5 years. I like puzzle games, and I spent months playing Pictopix and Nonogram Katana before I’ve started a prototype to see how it would play in 3D. I liked the idea so much that I’ve decided to leave my job to finish and release it.
PS4B: And now Voxelgram is releasing on Nintendo Switch. What can you tell us about this game?
It’s nonogram puzzles but in 3D. Some people might also recognize it as a game similar to Picross 3D. The core gameplay is about removing voxels by following hints that are displayed on them. Hints tell you how many blocks there are and how many gaps in between them. With each solved puzzle you are also building a tiny diorama.
PS4B: How long did it take to develop the game? Did you run into any challenges when porting the game to Nintendo’s console?
It was a surprisingly smooth process. I’m using Unity3D, so getting it to run on console with touchscreen support was a matter of switching a compilation target. Adding save and gamepad support was probably around two days of work, and then an extra one to make sure game meet all the requirements for release.
PS4B: Are you considering working on additional puzzles to release as DLC?
I’m not planning on introducing any DLC. All additional puzzles will be released as a free update. The game was initially released on Steam with 104 puzzles, and now there are 176. One of the first patches will bring in procedural puzzles.
PS4B: And now it’s time for us to go. Is there something else you’d like to add before we end this one?
I hope you will enjoy the game once it’s released. Feel free to send any feedback on it!