[PS4Blog.net Interview] Polygoat On Stitchy in Tooki Trouble | PS4Blog.net
We’ll be working on a review for Stitchy in Tooki Trouble, so I got in touch with Polygoat to talk a bit about the game’s development. Come check it out!
PS4Blog: Good morning! Thank you for joining us today. Could you please help us get started by telling our readers a bit about yourself and your work?
I am Frederik Smolders, founder of a small indie game studio called Polygoat, based in Belgium, and we love creating colorful and imaginative games!
Polygoat was founded in 2017. At the time, I had been working for about ten years as an IT researcher, where I first came into contact with game development, albeit on more serious focused games and applications. In the first year, I tried running Polygoat along with my day job, but I was quickly annoyed by the fact I didn’t have enough time, so I finally found the courage to quit my day job. Robin (co-founder) was with me since day one. He gained a lot of experience working at Playlogic Game Factory on games such as Xyanide and Fairytale Fights. About a year ago, Ahmed joined and gave us a big boost in the graphical quality of our work.
PS4B: Stitchy in Tooki Trouble is out on Nintendo Switch. What can you tell us about this colorful platformer?
Stitchy is an intro into the more challenging platformer games like DK and Crash. A story about a scarecrow being brought to life by a magical power to take back his stolen corn from the evil Tooki.
PS4B: How long did it take to develop the game? Were there any hurdles or challenges to overcome along the way?
It took about three years to develop this game, and there were definitely some hurdles. The biggest one was how to fund it. While working on Stitchy, we took on a lot of client projects which lengthened the development time of Stitchy by a lot because we had to put him on the back burner. But we couldn’t just not do the projects because, like any other young indie studio, we needed the money.
PS4B: Are there any plans to give the game a physical print run on Nintendo Switch? I’d love to see it printed on a cartridge with a manual/art book combo!
We’re definitely looking into it and seeing what our options are, but we can’t promise anything yet on that front.
PS4B: And that’s all the time we have for today. Is there something else you’d like to add before we go?