Interview with PXLink, the developer of Reed
As usual, we were not hired or paid to feature this game. If it’s bad, we’ll tell you it’s bad.
Only yesterday we reviewed a beautifully pixelated game called Reed (by PXLink). Today we would like to share our quick interview with the developers of this extra cute game that doesn’t hesitate to kill you…💀
If you have yet to check out our review of Reed, you can do so here!
Before we start we’d like to thank the PXLink Team for participating in our interview and for answering all of our geeky questions! Thanks Guys!
…and without further ado, our interview begins…
Thanks for taking the time to talk to us about Reed, could you kick-start this interview by telling us a little about your studio and what drew you to Game Development?
Hello! My name is Oleg and I’m an independent developer, PXLink is not so much a studio as it is a desire to do something, (or at least to try). At one time I was very much inspired by “Team meat” and “orangepixel” – maybe thanks to them, I found the strength to go through this thorny path.
First question. What was the core idea (or inspiration) that sparked the development of Reed?
Reed was reworked several times, I was very inspired by the film “Oblivion” – it was thanks to this film that the idea appeared, but the final version of the game is somewhat different from what I was originally planning. At the time my computer was broken and so I decided to introduce a similar happening in the game, (which is why there was an old supercomputer, language of glitches, and artifacts in Reed)
What were the hardest problems you faced during the different development stages of Reed?
Oh, there really were a lot of problems! (I even thought that maybe it was not worth releasing the game.) There was a time when I was ready to give up everything.
With a broken computer and reviews like this “fez” or “nothingness” – people completely refused to understand all that I did and it was unpleasant, but a little later I settled down and it became easier to relate to what was happening.
The most difficult thing was to stop perceiving the negative as something personal and I coped with it.
For our nerdy Developer Fans, what programming language and or software did you use when developing Reed? And was it a good decision?
For development, I used the Construct 2 environment – I really can recommend it! (If for example, there is a lot of work besides the code or you are not good at programming yet).
Now I’m studying C# and maybe in the near future I will be able to do 3D games, but alone it is given with great difficulty.
Can our iOS fans expect to see an iOS version of Reed anytime soon?
I would really like to launch the iOS version of the game, but this requires a Macbook or a good publisher. Unfortunately, I have not found the right publisher yet.
What advice would you give to a new player trying Reed for the first time?
I would advise to not rush and play with headphones. I honestly envy the players who play Reed for the first time because I spent at least 40 hours in the game while I was developing it.
Where do you get your inspiration or ideas from?
Ideas for games come as a rule themselves, my games are to some extent experiments, but I focus on complexity because I grew up on complex games and personally I sometimes lack it.
For example, Battle Ducks was very experimental, the idea may not be new, but its presentation is different from games of the same kind. With approximately this approach, I make games, so that everything is fresh and squeezed out as much as possible.
A few words to Reed fans on Edamame Reviews. Any new games in the near future? What can we look forward to next?
Unfortunately, so far I can not promise anything, but at least one project will not too bad.
Lastly a few words on how you feel about Edamame Reviews and our service.
For me it is very unusual, but I really liked it and even more, if people are inspired by this – it’s very cool!
Love our interview with PXLink?
Why not give Reed a try? The download link is just below.📲
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