Ten Questions With… Dominique Lemire-Nault (Juicy Beast)

Ten Questions With… Dominique Lemire-Nault (Juicy Beast)

Facebook
Like Juicy Beast on Facebook

Twitter 
Follow Juicy Beast on Twitter

Website
Check out the official
Knightmare Tower Website

Discussion
Give the developers feedback on the Steam Discussion Page

Purchase
Buy your copy of Knightmare Tower on the Steam Store page 

To say that Knigthmare Tower is an addictive title would be an understatement and we still find ourselves having another go every now and then despite completing it multiple times. To find out more about the four man team responsible for our lack or productivity we caught up with Dominique Lemire-Nault. Check out what the guys had to say below.

Can you give our readers a quick introduction of yourself and the studio?

Hi, we are Juicy Beast, a small studio that started as four guys in 2009, who were making free online games (or Flash games). Then, five years later, despite being the same four guys, we have much more experience and are slowly moving to the world of mobile, consoles and PC! So far, people know us for Burrito Bison, Knightmare Tower and for our very first immature and gross game, GOBTRON!

How did the idea for Knightmare Tower come about?

We first pitched the idea of a character bouncing on enemies to go higher and higher, performing combos and stunts, to some big client who wanted a game from us (something we rarely do as we pretty much always work on our own IPs). Unfortunately, the idea was rejected as it was not “viral” enough for them. Since we liked the prototype we made, we decided to take it further to see what could come out of it. We always wanted to do a medieval themed game in our own way and thought that it would be funny to have a knight climbing a tower by launching himself on a rocket, defying gravity and facing tons and tons of monsters mid-air!

What are the games that influenced you and how?

We all grew up surrounded by games so there’s literally a ton that influenced us, and there’s many reasons to it. Going through all of them could go on almost forever, but to name a few of them, just thinking about Mario, Metroid, Zelda, Sonic, Megaman, Castlevania, Donkey Kong, Star Fox and many more brings so many happy memories. There are so many masterpieces out there. Achieving that level of polish and entertainment is something that we respect a lot here at Juicy Beast and we try our best to create games that reflect it.

What features of Knightmare Tower are you the most proud of?

This will sound a bit weird, but we are somehow very proud of the lava. We know that technically it doesn’t make much sense that a 25 km tall tower is rapidly filling up with it, but it gives you this urgency to always be on your toes. The feeling you get when you think you will be swallowed then suddenly, you gain that speed boost to outpace it!

What was the biggest challenge while creating Knightmare Tower?

Make a game where you do not feel like you’re doing the same thing over and over again, even though that’s exactly what you do haha! We do hope we made a good job at hiding that fact.

What aspect of creating the game was the most fun?

Slaying monsters in mid-air for way too much time even though the game was just in the stage of being a prototype? But seriously, creating all the monsters, power-ups, equipments, princesses and their rewards, and, of course, the lava! Everything we added to the game was really enjoyable!

The best part about creating a game though is probably when some unexpected bugs come up and give us a good laugh! You can see some of them in this video:

Knightmare Tower is your first Steam release. How did you find the experience?

We never actually thought that Knightmare Tower would ever be on Steam so it is a big accomplishment for us. To think that it first was a Flash game, then an OUYA game, then a mobile game, to finally get on PC! We think it’s amazing! We’ve been through a lot during that long process, but it was worth it all.

What are the future plans for Knightmare Tower/Juicy Beast?

Knightmare Tower has already been through a lot and we are very satisfied of what we’ve accomplished with it so far. It would definitely be great to see the game on more platforms such as the PS Vita, but working on that many versions of the game takes a lot of time for a small team like us. So, unfortunately, there’s no official plans for the future of Knightmare Tower yet :[ .

What is the most unusual thing on your desk right now?

I’d say maybe the goat on Mario’s head, next to Kratos on Yowan’s desk?

Or JP’s mouse pad?

Or all of Dom’s food?

Or a magic 8 ball on top of a USB fridge next to a mug full of pen and toothpaste on Alex’s desk?

Anything else you would like to add?

If you’ve just read this “Ten Questions With” but have no idea what Knightmare Tower is, go buy it unhesitatingly. If you are not sure whether we are trustful people or not, you can learn more about Juicy Beast’s four man team on the about page of our website: Juicy Beast About Page Thanks again for everything GAMERamble!

We would like to thank Ken and KJ for answering our questions, and wish them luck for future PD Design Studio projects. You can check out our review for Dusty Revenge: Co-op Edition HERE and buy a copy of the game on Steam or from the official website.

Related posts

Ten Questions With… Nicole Mejias (Sekai Project)

Ten Questions With... Nicole Mejias (Sekai Project)

Fans of the Boy’s Love genre should know by now that Sekai Project is running a Kickstarter for Witch boy Magical piece. With little over a week left to back the project and still some ways to go for it to reach its goal, we caught up with Nicole Mejias to find out more about the game and why players should show their support.

Ten Questions With… Greg McKnight (Wonderfling)

Ten Questions With... Greg McKnight (Wonderfling)

After playing side-scrolling puzzle-platformer, Terrian Saga: KR-17 it was very apparent that the guys from Wonderfling had a passion for the genre. They managed to faithfully capture the essence of classic games such as Commander Keen and Bio Menace while injecting their own ideas into the mix. We were lucky enough to catch up with Greg McKnight to find out more about this talented studio.

Ten Questions With… Danny Garfield (Puuba)

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.

Ten Questions With… Steve & Kylie (The Revills Games)

Ten Questions With... Steve & Kylie (The Revills Games)

After playing the very addictive Legends of Solitaire Curse of the Dragons and Chef Solitaire USA we had to find out more about the small team behind these titles. Thankfully, Steve and Kylie from The Revills Games were courteous enough to share some insights about their games and where they draw their inspiration from.

Ten Questions With… Mike Traficante (Schell Games)

Ten Questions With... Mike Traficante (Schell Games)

The retro shooter, Enemy Mind, kept us hooked with its blend of old school action and innovative enemy controlling mechanics. We were fortunate enough to catch up with Mike Traficante from Schell Games in order to find out more about Enemy Mind and what inspired such a unique concept.

Ten Questions With… Sim Yih Chun (Nerdook Productions)

Ten Questions With... Sim Yih Chun (Nerdook Productions)

A while back we took a look at Vertical Drop Heroes HD, a full blown remake of the original Flash title. The game not only retained all the addictive elements of the original release, but added tons of new features and plenty of polished. What makes it even more impressive is that it is the work of just one person, Sim Yih Chun. Fortunately for us Sim was able to spare some time to answer our questions.

Leave a comment

two × five =