1. What is the most difficult part of the development for Chicory and how do you overcome it? Chicory explores a lot of complicated themes while trying to remain lighthearted and fun. We wanted to be honest about the challenges faced by real people without becoming overly grim or dramatic. This was a difficult tone to balance. We spent a lot of time thinking about all the text in the game and went over every scene many times with lots of different people to make sure that our intentions were coming through right.
2. How did you find your development team members?Everybody who worked on the game had been a friend of mine for a long time. When I started working on a new project, I reached out to friends who I wanted to make something together with. I’m very lucky to have many talented friends that were free to work with me.
3. How did you promote Chicory before release? When it was still a basic prototype, I started sharing GIFs on Twitter with the working title “Drawdog.” My previous game, Wandersong, was still fairly new at the time, so a lot of people were following me for updates and the new game took on a lot of momentum quickly as a result.
4. How did you fund budget for Chicory or overcome any budget difficulties during development? We ran a Kickstarter for the game which earned around 90,000 USD. For such a small team, this was a lot of money to work with and got us through most of the development. After this we signed with a publisher, Finji, who helped us extensively with testing and porting the game. We also had an opportunity to work with Sony to release the game on PS5, and they helped us pay for localization. We were lucky that a lot of people were excited about the project from early on, so we had a lot of opportunities like these.
5. What are your main deciding factors when choosing language for localization of Chicory? We were asked to do certain languages by Sony in exchange for them paying for the translations. Where we did have some wiggle room, I opted to choose languages spoken by friends and family so that they could enjoy the game in their native language. Many of my close friends are from Brazil, and my mom is from Russia, so I really wanted to have good localizations in Portuguese and Russian for them.
6. Do you have any advice for other indie game creators? I made a lot of games that were smaller and less successful before I was able to make Chicory. I would recommend that you try to pick 1 skill that you would like to improve at, and choose a project that helps you practice that. Making smaller projects one at a time this way is more manageable, and at the end of each one you will be more skilled than before. Even if you don’t make sales, the project could be considered a success if it helped you to grow.
どんなに小さなゲーム作りでも経験になるし、人間関係を広げていく機会もあるので、失敗を恐れずにどんどん作っていきましょう。 次回引き続き海外インディ開発者たちにインタビューするのでお待ちください! 今回ご協力いただいた「Chicory: A Colorful Tale」はこちらからプレイ出来ます!
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