Unhack is a visual novel and puzzle game focused on greed and self-acceptance. Marcus, also known as InvertMouse, explains more about the game and what inspired him.
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Playing Unhack was a unique experience due to its story and unique gameplay concept. Marcus, a developer, talks about his experience as both, being a gamer and later a developer.
RX6: Hello, please introduce yourself.
My name is Marcus aka InvertMouse. Though I have been making games since childhood, I in fact grew up wanting to become a novelist. I then decided to combine storytelling with games and see where I can take things.
RX6: How did you start developing games, and how hard it is to get known among gamers?
I have always been easily inspired. As a kid, I would play Super Mario Brothers on my SNES, then pick up pen and paper to start designing my own levels. It all started from there. Getting known among gamers is difficult for indie developers. Most of us lack media connections and have a hard time securing the funds needed to produce eye catching visuals.
RX6: Do you have a favourite game, and why is it your favourite one?
My favourite game is Doom, largely because of nostalgia. Every part of that game is designed to support its fast paced action. Massive enemy numbers, no reloading, carry all weapons at once, no accuracy drops during sustained fire. Those were some special days.
RX6: Your most recent game Unhack has an interesting concept. Can you tell us what games inspired Unhack?
One game that inspired Unhack was Trauma Centre. Its blend of visual novel and gameplay fascinated me. Of course, far older games such as Sakura Taisen have done the same thing. Unhack’s gameplay originally resembled that of Trauma Centre. I then decided Unhack needed its own identity and diverged from there.
RX6: Most of players who tried your game gave positive feedback. How important it is to you to get feedback from gamers?
Receiving feedback is one of the best ways to improve as a game developer, so its importance must be stressed. Being able to pick up useful feedback within the pile is a vital skill, too.
RX6: Every game gets some negative feedback, no matter how good it might be. How do you cope with negative comments?
I often pretend I am in a sports situation. There is no room to be soft on the court. The top players learn to embrace the contact.
RX6: After playing a demo there was one thing that made me really laugh. That ugly toy, is there any specific reason why Weedy is so attached to that toy?
That may or may not be revealed in the story! Most important, Weedy just seems to have rather special tastes.
RX6: Speaking of Weedy, Unhack has beautiful anime art style. Who designed characters?
The characters were originally designed by me. I then enlisted the help of artist Hybridmink, who collaborated with me to tweak the designs as necessary. Thank you for your kind words!
RX6: What are your expectation for Unhack, do you plan any updates in the near future?
I hope for Unhack to help me establish an audience base to build upon. As for updates, that will depend on how well the game is received. I do have ideas for extra content. If the interest is there, I will no doubt consider following through.
RX6: Any tips you would like to share with other indie developers?
The journey is a long one. Enjoy the process and try to stay positive! Be sure to stay in good health, too.
RX6: Anything else you would like to add?
Thank you so much to everyone for checking out Unhack. If you want to stay up to date with my works, please consider dropping a like on my Facebook page (facebook.com/invertmouse), or follow me on Twitter (@InvertMouse). We have a great time chatting with one another over Twitter. Be sure to join in! Thank you for the opportunity.
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