Q: Your game features intense multi-phase boss battles. Can you share your process for designing these encounters?
Ivan: Designing boss battles is a complex blend of inspiration and technical creativity. I often find myself looking at various artworks and game mechanics to piece together something fresh and engaging. Transforming a simple mechanic into a multifaceted boss fight involves reimagining it visually and functionally to keep the gameplay diverse and exciting.
Q: With the resurgence of retro-inspired games, what drew you to adopt this style for Iron Meat?
Ivan: I chose the retro pixel-art style because it's something a small team or even an individual can manage, and personally, I just love pixel art and the run-and-gun genre. When I began development, it wasn't about following trends but about making something I'm passionate about. It turns out there's a growing appetite for retro games, which worked out well for us.
Q: What future content can players look forward to? Are there plans for expansions or sequels?
Ivan: The future of Iron Meat really depends on its performance at launch. However, given the positive response so far, I'm hopeful for a sequel. Our plan is to expand the universe of Iron Meat if the community continues to enjoy and support our vision.