Ten Questions With… Danny Garfield (Puuba)
A while back we took a look at an early demo of Concursion and were blown away by the peculiar mixture of genres that were mashed together. We had a chat with Danny Garfield, lead developer of the game to find out more about what this interesting title has to offer.
Can you give our readers a quick introduction of yourself and the studio?
How did the idea for Concursion come about?
What are the games that influenced you and how?
What feature of Concursion are you the most proud of?
In production, the moment we had all of the various component worlds built, and stitched them together, the game immediately became about the gymnastics you could perform on those borders.
Concursion, in my mind, takes place almost entirely on those borders. The idea that you can leap into the air as a platformer, jetpack through space, and dolphin breach out into a world of ninja, all in one fluid action, is tons of fun to me.
What is the biggest challenge while creating the game?
I think we’re at a sweet spot now – really challenging, but quite forgiving with checkpoints and the like. Without dumbing the game down, and leaving the feeling of accomplishment intact, I think we have something that poses a real challenge, while not being frustrating at all. Early builds were definitely pretty punishing, especially in the demo, where we had people jump right into the deep end. Of a pool they’ve probably never learned to swim in at all.
What aspect of the game was the most fun to create?
Beyond that, level design was a real pleasure in this game. There’re so many different things we can do within this system, there are very few limits. Every enemy is a grab-bag of five different enemies, and every platform, texture, and object is five things in one. There’s a ton of variety on the table.