Samurai Punk is an independent studio who have given us the pleasure of bringing two of their titles to the Nintendo Switch, for our gaming pleasure. Screencheat & Feather are both welcomed experiences on the Nintendo Switch that we’ve had the chance to review here at Switch Atlantic. Now we had the chance to ask Nick one of Samurai Punk’s directors a few questions about the Samurai Punk team. Please enjoy this new addition to our Indieview segment.
Q. How would you describe Samurai Punk in 10 words or less?
A. We make dangerously great games.
Q. Now that your team has experience with creating multiplayer and single player focused games, which do you prefer?
A. It really varies, multiplayer games have this built-in fun just because you’re interacting with other players either online on in the same room and I do miss that. That being said that built-in fun can also be misleading when you’re working on a prototype often if it’s multiplayer this can lead you to believe it’s better than it actually is. Single Player games have their own trouble though, I find testing becomes repetitive very quickly depending on the game as you find yourself playing the same section of game… a lot.
Q. What was the inspiration behind Feather & Screencheat. Are there any games that influenced either of their development?
A. Both Feather and Screencheat came out of game jams but in wildly different ways. Feather was originally going to be a bird dogfighting game inspired by ace of seafood but during the jam we struggled to make good headway and instead paired back the mechanics to just an island collectathon which became the itch prototype Fruits of a Feather which you can still download there. I sat on the design for a year before coming back to it and seeing how people responded to the prototype focused even harder on this chill/zen experience that people got out of the prototype. Screencheat, on the other hand, came together super quick and the playable we had at Global Game Jam in 2014 still resembles what you’ve got on the Switch now in essence.
Q. How have your games performed on the Nintendo Switch?
A. Pretty good which is great, nothing mindblowing but both games have paid off the port work continue to sell ok.
Q. Is developing on the Nintendo Switch much different from developing on other consoles?
A. The fundamentals are the same, make a build, deploy it to the kit, test. But the limits of the hardware and the variability of performance between docked and handheld make it a slightly weird experience. Then again we’ve done VR so nothing is weird any more compared to that
Q. If your team could work on one Nintendo franchise and create a game of any genre what would be your combination?
A. I can’t speak for the team but I’d personally love to make a Metroid Immersive sim.
Q. Do you have any other titles in the works for the Nintendo Switch?
A. Not right now but we’d definitely like to bring our next title to the switch like I mentioned it’s a pretty great platform
Thank you so much to Nick and the team over at Samurai Punk
Check out our reviews of Samurai Punk’s titles here
Check out Samurai Punk’s website here