GLOBE interview with Optimum Games

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Interview with Optimum Games, the developer of GLOBE

As usual, we were not hired or paid to feature this game. If it’s bad, we’ll tell you it’s bad.

Did you enjoy our review of GLOBE yesterday? Because today we would like to share our interview with the amazing team of developers who made GLOBE a reality! If you have yet to check out our review of GLOBE, you can do so here!

Before we start we’d like to thank the Optimum Games Team for participating in our interview and for answering all of our geeky questions! Thanks Guys!

…and without further ado, our interview begins…

 

The Interview


Thanks for taking the time to talk to us about GLOBE, could you kick-start this interview by telling us a little about your studio and what drew you to Game Development?

Optimum Games was founded in 2015 and prior to that I had started a company with a friend where we created 3 games from the period of 2012-2015. We are a studio that believes in variety and the core of our development is fueled by that.

We like to explore all genres, we’ve made ultra-casual games, platformers, quiz games and GLOBE was our first 3D game. Our ongoing projects include a Cricket Arcade Game, a Puzzle Game, and a mobile-friendly Rhythm Game.

As far as what drew us to game development, it was pure love for games and the fact that the market had opened up so much with Mobile Games that we saw a nice opportunity to enter it.

 

First question. What was the core idea (or inspiration) that sparked the development of GLOBE?

The core idea/inspiration of GLOBE stems from Pacman meets Super Stardust. We are huge fans of arcade games, and shmups, so we added our own spin on things and created GLOBE.

 

What were the hardest problems you faced during the different development stages of GLOBE?

Balancing was the hardest to do, every aspect of that was challenging. Whether it was the length of levels, movement of spaceships, controls, upgrades, and mods, they all had their own things which kept needing to be balanced, we would fix one thing and a bunch of things would get derailed.

 

For our nerdy Developer Fans, what programming language and or software did you use when developing GLOBE? And was it a good decision?

We developed the game on Unity and the language used was C#.

 

What advice would you give to a new player trying GLOBE for the first time?

Using mods from the Mod Workshop, upgrading your ship, and collecting SpaceDust in Frenzy is key to a longer Overdrive chain.

 

Where do you get your inspiration or ideas from?

From games I played in my childhood. We love merging ideas and genres and Globe was a result of that too, that is a big inspiration to us.

 

If you were to participate in a Developer Interview (like this) again, what would be the dream interview question to answer?

A dream question would be, for starters, “How does it feel to have a million downloads for your game?”

(Edamame Reviews) That is a question we would love to ask you one day! 😆

 

A few words to GLOBE fans on Edamame Reviews. Any new games in the near future? What can we look forward to next?

We hope you are enjoying Globe and the review and Best of Gaming 2018 certificate couldn’t have made us happier, stay tuned for some changes in prices of upgrades.

(Edamame Reviews) Thanks! That will make the game much more fun to play! 🎮😄

We are working on a Cricket arcade game called T20 Cricket Runout, it will be out in April. It is primarily catered to the Cricket Playing nations. A Mobile Friendly Rhythm game “Surge Galaxy” with a twist and a Puzzle game “Constellations”. You can play Constellations sometime in Q2 and Surge Galaxy in late Q3.

 

Lastly a few words on how you feel about Edamame Reviews and our service.

This is the first time Edamame has reviewed our game, we have been following them for a while now, it feels so great to have our game featured on the site. This is truly a special day for us.

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