In practice, however, Steam Greenlight is often oversaturated with low-effort cash grabs, derivative clones, and amateurish apps.

Indie developer Anton Kudin isn’t trying to imitate the success of others, nor is he struggling to create something entirely unique. “I’m just trying to make a game I’d love to play.” That game is MegaSphere, an action-platformer set in a procedurally generated environment, and it looks like a game that I’d love to play as well.

Over the past weekend, I had the opportunity to speak with Mr. Kudin about the game’s mechanics, visual effects, and the trials of indie development.

Jesse Snider: First, tell me a little about yourself and your background as a developer.

JS: If you had to describe the gameplay concept of MegaSphere in five words or less, what would those words be?

JS: Does MegaSphere have a story? If so, what can you tell us about it?

JS: So… what the hell is a MegaSphere, exactly?

JS: What games have inspired you the most as a developer? How has that influenced the design of MegaSphere?

JS: MegaSphere has an impressively “updated” retro-feel thanks to visual effects like particles and dynamic lighting. Are these features difficult to implement?

JS: What has been the most difficult thing about developing MegaSphere?

 

JS: As a player, what is your favorite gun mode to use in MegaSphere?

JS: Right now, MegaSphere is looking like a solid single-player experience. Do you have any plans to implement multiplayer in any capacity?

JS: The “features” section of the official MegaSphere web page cites that the game contains a “secret feature.” Can we have a hint?

JS: Finally, when should we expect to play MegaSphere for ourselves?

I’d like to thank Anton Kudin for taking the time to answer my questions. If you’re interested in learning more, or recieving updates concerning the game’s eventual release, be sure to subscribe to the newsletter on the official MegaSphere website.