PLEASE START US OFF BY INTRODUCING YOURSELF:


My name is Adam, username WaveParadigm. 


I'm the lead developer of Slime 64, and am a full-time professional game developer!


TELL US ABOUT SLIME 64

Slime 64 is a 3D collect-a-thon platformer featuring Slimes combining their elemental abilities to explore varied worlds and saving their world from danger. It's of course inspired primarily by many of the games the team and I grew up on, like Banjo-Kazooie, Spyro the Dragon, DK64, and more. 

We want to provide the same feelings of coziness, nostalgia, and joy we had when playing those games for the first time - which means making a game inspired by the best parts of them, but with some modern quality of life changes tacked on.

HOW HAS THE DEVELOPMENT JOURNEY BEEN

Slime 64 started development as a College Thesis project back in 2019, 5 years ago. 

We actually made a whole devlog chronicling the years of development the game has been through that does a better job explaining the journey than I ever could here in text! https://youtube.com/watch?v=v3vqrvnaRjk



WHICH GAME ENGINE DID YOU CHOOSE AND WHY?


We are building the game in Unity - back when we started that was a more sensible choice...


WHAT'S BEEN YOUR BIGGEST DEVELOPMENT HURDLE SO FAR?

Our biggest development hurdle has generally been the large scope of the project combined with the game not being anyone on our team's full-time job. 

ADVICE FOR FELLOW DEVS?

The advice I'd give is pretty cliché, but it's to START SMALL. Even if your dream game is large, participate in things like game jams to build a collection of small projects to get used to each part of the process in isolation, before committing to larger-scale projects.



ANY FINAL THOUGHTS?

Thanks for reading!




-Adam

❤️

Slime 64 on Steam