![]() ![]() Would have loved to try it, but Blastmode doesn't have a PS5 devkit, unfortunately. Q: Mighty Goose will be releasing on PS5 as well, so did you leverage its DualSense features?Ī: Nope. MP2 Games worked alongside Blastmode as development happened, so if something was inconsistent it was always quickly addressed. This was great because out of all of the platforms it's basically the weakest one, so if it runs smoothly on Switch, it's smooth everywhere. ![]() We've had the game running on the Nintendo Switch from a very early point in development. Q: How has the porting process for consoles been?Ī: Working together with MP2 Games for the console ports has been a joy. For completionists, there's enough to do and also an New Game+ mode to beat. That's skipping all of the secrets and unlockables. A normal playthrough typically lasts about three hours. Q: On the same note, how long does a Mighty Goose playthrough last?Ī: Mighty Goose is a short and sweet experience. The soundtrack here is a banger, the dynamic environment and the pure chaos in this level make it my favorite. It also includes a segment with the Goose Bike which ups the adrenaline even more. This mission has Mighty Goose jumping from vehicle to vehicle in a Mad Max-style vehicle convoy. Q: How many levels will be in Mighty Goose, and which one is your favorite?Ī: The game has nine levels and my favorite one is the second act of level 2. It's not something you'd typically find in an arcade shooter, but it's just a modern thing to help the game stay interesting. These can be selected in the game's armory, where you can basically customize your loadout. The game comes with various unlockable playthings to mess around with, including secondary weapons, passive/active abilities, and even A.I. In the end, everyone playing the game should have a good time, so the game tries to help make that happen. It's still very much skill-based though, perfect actions get rewarded but the game doesn't demand total mastery. It's also more forgiving than a retro arcade game would be, with subtle systems like delaying enemy actions when the player is not doing great, dropping more powerups, etc. ![]() It tailors a bit more toward a pick-up-and-play design rather than playing all the levels back to back. Q: How did you go about balancing retro and modern game design elements in Mighty Goose?Ī: While it is an arcade game, the game has been broken up into separate levels selectable on a map screen. This level of mastery takes some practice, but I think one of the big hooks of the game is getting in that flow and seeing the carnage unfold. In that regard, it kind of feels like Dead Cells meets Metal Slug. Using a combination of roll-jumps, hover shots, and honks, Mighty Goose can practically fly through enemy encounters. The gameplay in Mighty Goose is a bit faster than the typical run-and-gun game. Of course, it’s not a clone, the game is totally different. The chaos and polish of those classics is unmatched, and Mighty Goose kind of is a tribute to those games. Q: What’s the main gameplay hook of Mighty Goose, and how did you nail it down?Ī: The core of Mighty Goose is a pretty simple arcade game, inspired by the timeless classic: Metal Slug. I'm certainly glad that period is done now though. But I feel a good music playlist does wonders, at least it does for me. There's also nothing creative happening, so it just feels like you're stuck with the same project after all that time. Although it wasn't really an unproductive period, it was ultimately boring. A: There was only one productivity dip in Mighty Goose and that was during the final period of bug-testing and -fixing. ![]()
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