Interview with Grand Prize Winners - TwO B...  ( by tony )
January 14, 2010

Here’s a great megainterview of Grand Prize Winner, TwO Bros games. I combined our interview along with Joystiq’s.
 

What is TwO Bros Games? Are you really brothers ;p?

Yes we are brothers, Tim is 23 and Orion Arata is 20.

 

Which brother was initially responsible for starting your work as game developers? What are each of your roles?

Tim
: I come up with all the ideas. In making this game, I came up with the concept, game design, and I designed all the levels. Basically, I tell Orion what to do.

Orion: I deal with all things technical. I really enjoy making all the art in the game, but I also do everything else: I did all the programming, graphics, sound, animation -- basically I get bossed around by Tim.

Tony: Ouch, tough deal you got there Orion! ;)

When/How did you get started?

We have been kicking around different game projects for a few years, but this is the first one in awhile that we've been dedicated to.
Our only other completed game was "Bloo Land", we finished 2 years ago.

This might seem like a silly question, considering the game's title, but, what exactly is the goal in Climb to the Top of the Castle?

The goal in the game is obviously to climb to the top of the castle and die a lot!

Tony: Yes and die a lot we did! The game is brutally hard!

The game is simplistic by design, so what's its defining attribute?

As far as what makes the game stand out, besides the visuals, there just aren't many classic 2D-style games out there, it's kind of like with Shadow Complex: the game innovates with old ideas.

Tony: I love the hand drawn art style!

Name some inspirations for the game's design.

There where a lot of inspirations for Climb to the Top of the Castle. I guess the main reason was the desire to make an old-school-style platformer with a persistent goal to reach. A few games that influenced the idea were Super Mario Bros, Zelda, Braid, and Prince of Persia: Sands of Time.

As far as people we admire in the industry, you have to start with Shigeru Miramoto, also Peter Molyneux, Hideo Kojima, among others. And in indie games, Jonathan Blow is inspiring. As a whole, we think the indie game industry is pretty exciting right now.

What was the game built in?

We built the game with Game Maker, and other tools we used were Photoshop, Audacity, Blender, Pencil, Paper ... Some of the sounds we recorded ourselves, the rest we got from freesound.org

What are your favorite games?

I think our love for games started when we got the N64, with games like Super Mario 64, Banjo-Kazooie, Star Fox 64...
We where instantly inspired and where coming up with our own ideas.
Recently we really enjoyed Batman Arkham Asylum, and look forward to playing other big Holiday releases.

What console platforms are you targeting? What changes might we see in the console version?

I think the best platform for the game would be the PS3 (thanks for nothing, 360 D-Pad!). Maybe even the PSP. One of the changes we would like to make is to respawn you when you die.

What key challenges do indie developers face today? What kind of advice can you offer them?

I think it's a pretty good time to be an indie developer right now. It's important to be very creative, but not necessarily with a really crazy concept. I think something like Assassin's Creed is just as creative as something like Katamari, just in a different way.

bonus points for the rad TMNT and marvel stuff on top of the pc!

Whats next for you guys?
Right now we are busy working on this game, but we always have ideas for future projects.

Anything to say to your fans?
We would really like to thank everyone that played the game!

 


Comments
2 responses to Interview with Grand Prize Winners - TwO Bros Games
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Jan 15, 2010 09:27 AM

Cool.  What kind of work did you guys do with Blender?

Icon
Jan 16, 2010 12:58 AM

I used Blender to animate the sprites.