Hafiz: The first time I felt we really had something was in 2017 when we launched the Greenlight campaign for Rhythm Doctor. My first time at a big games expo… I just wanna say that PAX East is huge ? /48JngJNVMk That moment made me really excited to get the game out into the world.
When I played it, and the vocals dropped in with all of the finished animation, it really took my breath away. One day I was playtesting, and our level “2-1N wish i could care less” was finally complete. In the final month leading to release, the game started clicking together as we swapped out all of our in-progress levels for their final versions. It was incredibly fun to see attendees sit down, have the game concept click in their heads, and then try over and over on our boss levels while crowds gathered and rooted for them. Seeing people play it in-person is a completely different experience from reading people’s comments online. One is attending PAX East 2018 with our lead programmer Giacomo to showcase the game. What’s your favorite memory of the game’s development timeline so far? Speaking of which: having a dedicated sound designer will really show in the final product, 10/10 recommend. We’re at a good spot now where we can have one person in charge of each of the main pillars of the game.
We started with two of us and definitely could not have gotten this far without everyone else who joined. Hafiz: Development is much easier (and also more fun!) with a bigger team. What lessons have you learned about game development since then? It’s been a while since the game’s humble beginnings at the Independent Games Festival. One of the first screens in the original 2014 version.