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Nintendo Indie World Interview for Chapter 3 and 4 Part 2

In the first part you told us what Chapter 3 and 4 would be like as a game, and it seemed the atmosphere between the two chapters would be quite different from each other. Could you tell us about any particular points in these chapters that you paid special attention to during the long development?

Annoying Dog

Toby Fox

Everything. It's hard to pick something but if I were to give 3 things that stand out...

1. Getting the pacing right.

It's important for a game's flow to be smooth. Forcing the player to do endless tasks that seem unrelated to the overall experience isn't fun.

Chapter 3 was originally longer than the finalized version, I ended up cutting an entire section out of the game. There was interesting stuff in that cut section but I felt it was dragging on too long. It's important to pay attention to these things because if each chapter goes on for a little too long the pacing of the game as a whole will be negatively impacted.

Annoying Dog

Toby Fox

2. Appealing to Emotion.

I aim for the game to be exciting and challenging for players but I think what's most important is how people feel when they play the game.

I give the team detailed instructions on the placement, movement, and timings for characters in every scene in the game. If the scene doesn't give off the intended emotion to the player then it becomes meaningless.

I want players to feel like these characters are living breathing people. Through those characters I want them to feel something, I want them to think about something.

Annoying Dog

Toby Fox

3. Having no _______

When talking about games we loved in the past we often hear people say something along the lines of "I really loved that game... I'd play it again if only _______ wasn't there!" You know what I mean?

When making games I keep this in mind: avoid creating _______. If you notice your game has a _______, you should do whatever it takes to get rid of it. Cut it, make it optional, lower the difficulty, anything. Chapter 3 has many elements that could easily become _______ but I hope it's been polished enough to avoid the mistake of making a beloved game turn into a vile monster.

That being said, having nothing that could become a _______ isn't a good or bad thing. It might just mean the game lacks any real exciting or weird concepts. So I encourage you all to think about what _______ means and please tell me how to pronounce it.

By the way, this time there's areas in the game that support the mouse mode for the Nintendo Switch 2, right?

Annoying Dog

Toby Fox

That's right. We've implemented a few simple mini games that are controlled with two mice. In terms of complexity I think it's on par with the Kutar series.

(Nobody knows what Toby is talking about.)

To be exact It's like Kutar Powder Factory.

(Nobody knows what Toby is talking about.)

One of the games, Air Waves, also appears in the trailer. It's a game where you use two mice to block furballs flying endlessly from both sides of the screen. It's like a simple rhythm game, without the rhythm. But the music is still pretty energetic though. It feels like you're in a powder factory.

So you can play all the games alone but playing with someone else is also really fun. Air Waves also tracks which mouse failed to block the furball, so you can play alone, team up with a friend going for high scores, or compete for who makes the least mistakes. Whoever loses gets fired from the powder factory.

These minigames are in Chapter 4. You unlock them after clearing the Chapter so if you've finished already go ahead and look for them. (Just to be clear, if you're playing Chapter 4 with save data transferred from Chapter 3 make sure you've recruited enough characters in Chapter 3...!

Finally please share a message to all the players!

Annoying Dog

Toby Fox

Thank you for caring about my game! Compared to when we released Chapter 2 my Japanese has improved significantly. So I was able to personally check every single line of the Japanese translation. With the work of 8-4 and the amazing translator Keiko Fukuichi combined with my supervision I'm confident we've been able to create the best possible Japanese translation. I would be very happy if you could experience the game we've created in your native language! For all you English speakers using Google translate to read this, I hope you'll also enjoy the game in Japanese translated to English with Google translate...?

Best regards!!

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