Tell us a little bit about yourself/company/team?
Emoks: We’re a duo; Eric has done all the coding and particles effects for the game, and I worked on the art. We’ve both worked on traditional games for the mainstream market, but had always wanted to try making something on our own and out-of-the-norm.
What made you decide to use the XBLIG platform for your game?
Emoks: It’s accessibility to the console market is what’s drawn me to XNA and XBLIG. Throughout the development process having that Xbox controller in my hands has been a good feeling (D-pad aside), knowing that console readiness was already there.
Eric: If you have a small game with less risk, then XBLIG can make sense as a platform and is a great way to get a game on a console quickly. I had reservations with XNA, since it’s limited to Microsoft platforms. It’s proven a blessing and a curse.