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Interview with Orion's Odyssey Developer Island Officials

by Carmine Red - May 22, 2013, 10:06 am EDT
Total comments: 1

Co-founder Ryan Morrison talks about their soon-to-end Kickstarter, working with Nintendo, and his company's secret love for the retro classic Elevator Action.

Orion's Odyssey is an apt title for the latest title from independent developers Island Officials. The game took them two-and-a-half years to finish, and they spent an additional year looking for a publisher. Orion's Odyssey was originally meant to be a retail DS game, but due to the changing market the developer chose to release the game using crowdfunding through Kickstarter.

Their initial campaign for a traditional cartridge release fell short, but the game makers picked themselves up off the ground and started a new campaign, this time for a digital DSiWare and eShop release instead of a physical one.

Their renewed Kickstarter campaign has currently received $3,892 in pledges out of its $4,092 goal. It has four days left.

Nintendo World Report recently had a chance to pose some questions to the developers on their game, their plans for the future, and their secret love for Taito's 1983 release Elevator Action.




Nintendo World Report: Kickstarter has been huge for indie developers, do you plan to continue using it for future projects?

Kickstarter has been great for us, helping us launch at least one other project in the past. While we have nothing definite to announce at this time, we'll definitely consider Kickstarter for any future projects where alternative funding may be necessary.

The artwork looks great, is there a reason behind choosing sprites over 3D?

When we began working on Orion's Odyssey, the DS was our platform of choice. We went with the direction that made the most sense with the platform and found sprites were the way to go.

How does Sandbox mode work? Is there a way to share user generated puzzles?

The Sandbox is works much like playing in a real sandbox does - a place to express your creativity. It allows players to use pattern blocks and create all sorts of shapes without having to solve any kind of puzzle. Although sharing creations isn't available in Orion's Odyssey, we thought it would be a fun bonus feature to add re-playability. When we play tested the title to focus groups people responded well to the idea of Sandbox mode and it felt great to respond to players in kind.

Do you have any other plans for 3DS? Do you plan on staying download only?

We currently don't have anything to announce at this time. That said, our experience working with Nintendo has been nothing but a positive one and we're factoring that into our decision on where to go moving forward.


The Kickstarter for the physical release for Orion's Odyssey aimed for $85,412. The re-launched campaign for a digital release asks for almost exactly $80,000 less. Where does that huge difference come from comparing a physical versus a digital release?

Most of that information can't be disclosed due to our non-disclosure agreement with Nintendo unfortunately, however when you consider the price of materials such as the box, manual and cartridge, as well as mass producing them for a large audience, the price inflates rather quickly.

Given the fast-paced changes in the industry in the past couple years, do you think there's still a place for small independent developers like Island Officials on Nintendo handhelds?

In the past couple months, Nintendo has opened their platforms to indies by partnering with Unity as well as lowering the bar on their restrictions to become a Nintendo developer. If anything, it's more of a place now that it ever has been.

How has your experience been working with Nintendo as a smaller developer?

Nintendo has been nothing but supportive in our endeavors, providing lots of great support and swift response whenever we needed anything from them.

What was your relationship with Storm City Games?

Our relationship with SCG remains amicable, they gave us our first go at things and we are eternally grateful, due to the shift in the industry they have gone through some business model changes and have been producing less console games and have concentrated a bit on mobile platforms and we remain in contact with them about future and current projects.


What are your plans for the future after this Kickstarter?

We have two other games releasing soon, Frantic Frog, an action-arcade style game for iOS and Android enabled devices, and Pixel Lincoln, a sidescrolling 2D action platformer for PC. We hope fans of the Kickstarter will check them out!

If you could make one Nintendo game sequel, what would it be and why?

Elevator Action - WE LOVE THIS GAME, We have always been a fan and think a revision to this game could add endless mechanics to an already great game, stealth mode, upgrading, and introducing enemy types are just a few things we have discussed in detail while in dream state.

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Talkback

ejamerMay 22, 2013

Although not a big fan of crowd funding or KickStarter, I finally decided to make a pledge for this game. Seems like a nice title and a good fit for the platform. Not having to pay extra shipping fees for delivery outside the US makes a difference.  Best of luck in hitting the goal, now that the project has reached the final stretch.


Edit: 
And the KickStarter goal has been reached just hours after the NWR post!  Congrats to the development team, and to all the backers who are looking forward to this game being published.

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