PlayStation Mobile Developer Interview: UFO Dad
UFO Dad was released on PlayStation Mobile earlier this week. I had the chance to ask Kevin Oke,one of the developers behind the game, a few questions. If you want to learn a bit more about UFO Dad you have come to the right spot.
What can you tell the readers about yourself and Edit Mode?
I’m a lifelong gamer (grew up with the NES) and professional game designer living in Vancouver, Canada. My day job is working as a design consultant on mobile/social games. Edit Mode is myself and programmer Karl Schmidt, with major help from a bunch of collaborators scattered around the world.
Were there any titles which you took inspiration from when making UFO Dad?
Mr. Driller was the main influence, I really love that series. Drill Land is reason enough to buy a Gamecube if you ask me. Old Taito platformers like Bubble Bobble, Don Doko Don, and Rainbow Islands were definite inspirations as well.
How would you describe UFO Dad to someone who has never seen it before?
In gamer speak, I would describe it as a mashup of platforming and match 3, a mixture of Mr. Driller + Tetris Attack + Bejeweled + Sokoban.
I noticed there were a few different characters to unlock, do they all have the same abilities?
No, they have different super abilities that are triggered by filling up the super bar, as well as varying movement speeds, jump heights, and how high they can flip blocks up. Ned is well suited for beginners as he can take two hits thanks to protection from his burger beanie.
Do you have any tips for players?
1. Patience is the key to large chains and high scores
2. Don’t destroy dirt blocks immediately, they serve a purpose with helping to make large chains
3. One character might just be better than the others at racking up points at higher levels, when the playfield starts getting really fast.
I saw there was a mention free DLC coming soon, can you give us a sneak peek?
There’s nothing set in stone yet, the first thing on our mind is taking a break and addressing any major issues if they crop up. New characters and game modes are a possibility, but fans will definitely have a voice in helping us decide where we go with the DLC.
Is there anything you want to let our readers know?
I’m extremely proud of what we’ve accomplished with the game and I hope people enjoy it. If you have any feedback or suggestions, please drop us a line at firstname.lastname@example.org, and follow us on Twitter at @ufodad to stay in the loop on new developments. Thanks for reading!
Thanks again to Kevin for taking the time to do this Q/A. I will be doing a livestream this weekend and will have a few copies of the game to give out 😉