
The game as it exists today is fairly close to the original vision. This is a game that has clearly been crafted with love and has had a lengthy developmental phase, when you started developing the game, was it massively different to the final version or did you always have such a grand vision for it, as the sheer depth and yet approachability of it is astonishing. As it is your newest release, I’d like to focus on Streets of Rogue. The game also supports multiple players locally and online.

These varying gameplay styles are facilitated by 24 character classes, ranging from Soldier to Vampire to Gorilla. You can kill everybody, or you can be stealthy and kill no one, or you can hack a computer and release poisoned gas, or you can hire some people to do the job for you.

But you can approach the missions however you want. You get dropped into a top-down procedurally generated city where you have to complete missions of typical RPG varieties, like “Steal an Item” or “Neutralize a Person”. Streets of Rogue is kind of like a mini Deus Ex meets Enter the Gungeon. For those poor folks who haven’t yet played Streets of Rogue, can you briefly summarise the game.

Gaming was pretty much my whole world outside of school for a long time. When I wasn’t playing games or attempting to make them, I was reading magazines about games. I played just about every type of game on every platform I could get my hands on. I was a ravenous gamer as a kid, and there are far too many games that I would consider “seminal” in my young life for me to list here. Of course, the reality was somewhat more limited than my 8-year-old expectations, but I still had fun messing around with the software. I saw an ad for a program called “Game-Maker” (not that Game Maker) in the back of a magazine, and my mind immediately raced with ideas. I got into game development when I was about 8 years old. Multiplayer functions well with little to no issues and bugs are minimal for an alpha state game.By Britt Roberts So our readers can get to know you, can you describe how you got into game development and perhaps some titles and consoles / computers that were seminal for you, personally? A playthrough can last from 10 to 30 minutes depending on your class and style of play. Each district has 3 levels for a total of 12 levels in the game. These events will change the game and are completely random. Every third level offers some unique variable such as a killer robot, riot, or radiation blasts. There are currently four districts, each with their own setting and traps. The levels offer quite a bit of variety too. The variety of missions guarantee a challenge for all classes. The game can be beaten with any character class, but the style and pace depend on your class. characters to assist me or rely on real friends to join the game and help me. Other times I found myself having to recruit A.I. For some missions, the doctor was the perfect candidate for the job. The doctor can not use weapons but has the ability to chloroform people from behind which knocks them out. For example, in my playthrough, I chose the doctor.

One can choose between numerous classes that all have their own way to deal with problems. The game starts on randomized levels that offer missions to be completed.
