Developer Interview!
Q: What was the biggest challenge with making Perfect Hegemony? A: I had a lot of trouble with translating my ideas into an actual game.
Not the battle parts, but the world navigation. I think I should have had
more exploration.
Q: What were your biggest inspirations when coming up with ideas for your
game? A: The music of Watashi no koko and the gameplay/graphics of Heisei Pistol
Show were on my mind when I was making this game.
Q: What would you add if you had more time? A: More exploration like I mentioned, and more lore. I had a lot more going
on in my story notes for this game than what ended up making it in.
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Comments (4)
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4/5 (1)
quinnsays...
I've already said what rocked my boat with this one, so I'll just keep this short. You are an artist. Your ability to create some weird a*s poop (can i curse on this site?) is certainly formidable. I find it very hard to imagine I could EVER create anything like this. (same with stairs but this aint about him.) I really dug the vibes. The vibes are off the chain (Can I say that? I feel like ktec would pounce on me for that.) (but this aint about him.) I wish I could talk about this game more, but it's a pretty consistent ride, with the beautiful ending making it all worth it. Bravo. Bravo. I always walk away from your little game projects with newfound appreciation for the artform. This game gets a perfect FIVE out of FIVE.
Everything feels wrong, nothing feels right. You've managed to translate the sounds and feels of a dying game into an engine that works perfectly fine. I think thats really cool.
Difficult little game, crypticism always gets me, it's so hard hahaha. But it's a very good use of the tileset system, and I enjoyed what I played, everything is just so black and white. It's good to have things like this in life.
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Comments (4)
I've already said what rocked my boat with this one, so I'll just keep this short. You are an artist. Your ability to create some weird a*s poop (can i curse on this site?) is certainly formidable. I find it very hard to imagine I could EVER create anything like this. (same with stairs but this aint about him.) I really dug the vibes. The vibes are off the chain (Can I say that? I feel like ktec would pounce on me for that.) (but this aint about him.) I wish I could talk about this game more, but it's a pretty consistent ride, with the beautiful ending making it all worth it. Bravo. Bravo. I always walk away from your little game projects with newfound appreciation for the artform. This game gets a perfect FIVE out of FIVE.
I CANT SEE nyaa~
Everything feels wrong, nothing feels right. You've managed to translate the sounds and feels of a dying game into an engine that works perfectly fine. I think thats really cool.
Difficult little game, crypticism always gets me, it's so hard hahaha. But it's a very good use of the tileset system, and I enjoyed what I played, everything is just so black and white. It's good to have things like this in life.